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Poll 70 Improvements

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Poll 70 Improvements

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This week introduces more QoL changes from Poll #70!
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Poll #70 Game Improvements
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Looks like the Easter bunny has delivered a whole basket of fresh and tasty QoL changes, as voted on in Poll #70.

Blade of Saeldor
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You can now use 1000 crystal shards on the Blade of Saeldor at a singing bowl to permanently prevent it from degrading.

In addition, if you go to charge a Blade of Saeldor that still has charges left, it will divide the number of remaining charges by 100, round down and take that number of shards away from the total consumed from the Inventory. This might leave you with more shards than you expected to have left over - do not be alarmed!

Elven Signet


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The percentage save rate on the Elven Signet has been raised from 5% to 10%.

Mossy Key
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There is now an increased chance for moss giants in the Wilderness to drop a Mossy Key.

Iorwerth Dungeon


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A new room has been discovered in the Iorwerth Dungeon, where you'll find some traitorous Iorwerth warriors for all your elf-slaying needs.

NPC spawns across the dungeon have been increased.

Gauntlet
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Demi-bosses in the Gauntlet are now guaranteed to drop a weapon frame.

Grand Exchange: Last Item Searched
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The last item you searched for on the Grand Exchange will now be remembered until you search for a new item or log out of the game.

Chat Box Menu
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You can now use the SPACE key to re-select the last thing you created on a Make-X chat box menu.

Crystal Shards
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Crystal tool, armour and weapon seeds, as well as enhanced Crystal Teleport Seeds, can now be exchanged for crystal shards with an NPC in the pub in Prifddinas. The exchange rates are as follows:
  • Crystal weapon seed: 10 shards
  • Crystal tool seed: 100 shards
  • Crystal armour seed: 250 shards
  • Enhanced Crystal Teleport Seeds: 150 shards
Burnt Pages
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The burnt pages that show up in Wintertodt supply crates, when rolled, has increased by 50%. In addition, you can now exchange any extraneous Wintertodt uniques for more burnt pages with Ignisia, who can be found at the base camp.

Also, Ignisia will now trade 250 burnt pages for a Tome of Fire instead of 100.


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Other Changes
  • Worlds 418 to 423 and 428 to 431 are undergoing maintenance and will not be online from immediately after the update until maintenance is complete.
  • Item names using abbreviations like 'vamb' or 'vambs' now all use 'vambraces'.
  • The mounted Mythical Cape now asks if you're sure you wish to teleport if you select it while in Building Mode. This warning can be dismissed permanently.
  • The drawers containing Shayzien supply crates now ask if you just want one instead of giving you a whole stack.
  • The dragonhide body armour of the gods, from Treasure Trails, now has names like 'Zamorak d'hide body' rather than just 'Zamorak d'hide'.
  • Hints have been added to items that must be traded during Heroes' Quest and Shield of Arrav to clarify how they can be passed to players who cannot trade normally.
  • The Shove special attack has been adjusted to make it harder to block by opening menus.
  • The size of the Rune Essence rock clickbox has been increased.
That's all for now, but more changes from Poll #70 will be added to the game in the coming weeks.


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Discuss this update on our official forums, the community-led 2007Scape Reddit, or the community-led OSRS Discord in the #gameupdate channel. For reference on the above content, check out the official Wiki.

Mods Acorn, Archie, Ash, Banjo, Boko, Bonsai, Bruno, Curse, Deagle, Ed, Errol, Fed, Flippy, Gee, Husky, John C, Kieren, Lenny, Lottie, Maylea, MikeD, Nasty, Oasis, Roq, Ry, Steve W, Sween, Tide, Vegard, Weath & West
The Old School Team
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Lid geworden op: woensdag 5 december 2007, 17:55

Gielinor Gazette: April 2020

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Gielinor Gazette: April 2020

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Gielinor Gazette: April 2020
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Welcome to the April edition of the Gielinor Gazette! This month we'll be updating you on everything the team's been working on, including The Hallowed Sepulchre and changes to the Settings menu. Are you sitting comfortably? Then let's begin!


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Project Updates
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Here's a look at some of the projects that've been keeping us busy:
  • Darkmeyer: The sudden shift to working from home has unsurprisingly had an impact on development, but work continues to progress on the vampyre citadel of Darkmeyer and the accompanying quest, Sins of the Father. The team has been coping brilliantly, and we are confident that we will be able to deliver the update sometime this summer.
  • HiScores Hijinks: The load time of the HiScores system has been drastically improved. To do this we had to increase the minimum requirement to get onto a Boss HiScore table. We're still monitoring the situation, and we'd like to decrease the killcount requirement over time - particularly for TzKal-Zuk.
  • Leagues: We've already made great progress on the design for the second League, which is something the team are all super excited about! We learned a lot from Twisted League last year, and we feel that the second League will address a lot of the pain points we heard about in feedback.
  • Early Game Improvements: We recently released the Gatherer Path into the wild and can now reflect on its impact on the early game experience. We're expecting to run a test with some Tutorial Island changes soon - but the team is currently focusing on a top-secret project which we hope will give players something awesome to engage with while we're all in lockdown.
  • Clans: Mod Boko has just about finished up on the work to port the core of the Clans System to Old School - a major milestone for the project! Once the work is completed on Bounty Hunter and the Death Rework, we can start developing Clan content in earnest. We're also in the process of figuring out which cool features we'll have time to work on before release so that we can deliver a really polished Clans System for launch.
  • Group Ironman:Group Ironman will be built on the same infrastructure as Clans, so unfortunately we can't move the project forward until Clans is further down the line. The good news is that although there's still some refinement to do, we've established the core elements of the design. We've also started to work on the HiScores support that Group Ironman will require.
  • A Kingdom Divided: The next quest in the Kourend storyline is still in the very early stages of design. Right now, we're coming up with rewards, which will include a new selection of powerful Arceuus spells.
  • Achievements (PvM): We've started concepting a way in which high-level players can challenge themselves with fiendishly tough restrictions on boss fights and track those challenges in a way they can show off to others. Achievements would be a great medium for this, although they're still very much in the concepting stage. We hope to move into development sometime after League 2. Achievements would run the gamut of difficulty, from 'Kill the Giant Mole without taking any damage' to 'Complete The Inferno in under 70 minutes'.
  • Account Security and Log-in Issues: Ongoing service attacks and log-in issues are impacting other projects, including the Account Security work. We're coming up with long-time solutions to these problems and reviewing what we can do to help players in the short-term. Stay tuned!
  • PvP: We're working through the tons of feedback you gave us in response to the proposals in last month's Gazette. We've made changes to our Bounty Hunter proposal, which you can find here.
  • Soul Wars: Last month we talked about our initial prototype for bringing Soul Wars to Old School. The community response was hugely positive, so we're currently working on turning that prototype into a playable chunk of content. We're currently investigating what changes should be made, if any, from the original Soul Wars. As always, if you have any suggestions, we'd love to hear them!
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Settings Menu Overhaul
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As Old School RuneScape has grown over the years we've added more and more features to the game, and as this list grows players want the ability to toggle each on and off. Each time a toggle is added to the game's current Settings menu, it becomes a little more bloated. We often end up putting options in weird places just because that's the only place with space! We've also noticed that the categories aren't really that intuitive - for example, the option to turn unlock messages on and off is included in the Audio menu.

The solution? To completely overhaul the Settings menu, tidy it up, and make it so that newer players can find the setting they're looking for in the place they'd expect to find it

Step one is to create more space by changing the menu from a side-panel to a modal interface that will pop-up in the middle of the screen. This menu will be sliced into clear, understandable categories that accurately describe the settings within them - Display, Audio, Chat, and Controls. At the top of the panel will be a search bar which you can use to jump straight to the setting you're interested in.

Of course the most important options, like attack styles, will stay on the side-panel where you're accustomed to finding them.
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The above image is a rough mock-up of what the menu may look like and is not final.
Before going ahead and changing such a key part of the game, we wanted to gather some feedback. What would make or break the settings menu for you? What can we do to help make it more intuitive? Which settings do you use most often?

Let us know your thoughts on the official forums, Discord, Twitter or Reddit. We'll keep you updated as we continue to refine the design in the coming months.


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Dev Insight: Hallowed Sepulchre
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The Hallowed Sepulchre is a brand-new Agility minigame, where you'll use your wits to clamber over obstacles and dodge traps as you seek the treasures of an ancient Saradominist crypt in the heart of Morytania. It's a super cool idea - but how did we bring it to life? Expand the sections below to find out!

Step One: Inception
Like most great ideas, the Hallowed Sepulchre concept came from discovering a problem and then trying to think of a solution. For Mod Husky, the problem was with the lack of fun, engaging ways to train Agility:
"It's no secret that Agility is widely considered to be one of the least liked skills in the game and this likely stems from the fact that it requires a lot of attention, but isn't actually that engaging - there's no decisions to make."
The game needed a more interactive training method that gave enough XP to be worth it. As a huge fan of platform games like Crash Bandicoot, he gravitated towards the idea of timing-based traps where the player has to spot and learn a pattern to move past a dangerous obstacle, and react quickly to changes in the environment.

We built a simple prototype where the player would avoid a fire trap that activated in a specific pattern. The team loved it, and gave the go-ahead to create what would eventually become the Hallowed Sepulchre.

Step Two: It's a Trap!
Trap Design
Every trap in the Hallowed Sepulchre has its own identity, even though they're all thematically similar. Several traps were discarded for being too similar, or for being too off-theme. For example, one early trap featured a lightning bolt that would shoot down a column towards the player - but it was too much like another trap, which used the same mechanics but with arrows. Eventually the arrow trap was chosen to better fit the 'tomb raiding' theme - and hilariously, the prototype featured 'bots' that would attack the player.
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Fire Trap WIP
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Projectile Trap WIP
Another trap originally featured an Indiana Jones-style rolling boulder, which has been transformed into a sword thrown by a statue which returns like a boomerang. This design might seem simple, but it allows us to layer these concepts to create interesting combinations later on.
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Sword Trap WIP
Here's a sneak peek at two other 'secondary traps', that won't cause you to fail the obstacle but might just hurt in other ways... let the wild speculation begin!
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Secondary Traps WIP
Trap Development
Now that we'd decided on which traps to use, they needed to be turned into playable prototypes for testing. To do this, we used placeholder objects and animations from other parts of the game. They aren't very pretty - but they get the job done!
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Fire Trap Prototype
We wanted the traps to be modular so we could plug them in and combine them however we liked without using custom code every time. To achieve this, we used a generic system, and simply changed parameters to create new traps. For example, here's how we configured the code for a projectile trap:
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Sample code of Projectile Trap Configuration
Combination Traps
One of the main ways we've increased the complexity of the obstacles in the Hallowed Sepulchre is to combine them to create trickier traps, forcing the player to deal with two familiar mechanics at the same time.

Setting the Difficulty
Each floor of the Hallowed Sepulchre is harder than the last and has Agility requirements to match. The first floor requires 52 Agility, and the last requires 92.

The idea of this is that as you progress, you'll become more familiar with the different trap types - but new, harder mechanics will constantly be introduced. Here's how that progression will look:
  • Floor 1: Three simple primary traps.
  • Floor 2: The first secondary trap.
  • Floor 3: Introducing combination trap, and increasing the difficulty.
  • Floor 4: Introducing the final secondary trap.
  • Floor 5: Use everything you've learned and take the prize!
Learning from Mistakes
The most important thing for us was that no traps are actually impossible to beat. Ultimately, this update is intended to make Agility fun again - and if beating a floor is dependent on random factors, that's just frustrating. With enough time and patience, any combination of traps can be mastered and overcome.

Step Three: Creating the Sepulchre
The basic concept of the Hallowed Sepulchre could have fit in anywhere - there are plenty of locations in-game where you might be required to dodge traps. When we decided that one of this year's focuses would be the Darkmeyer expansion, Mod Ed concepted the Hallowed Sepulchre as a long-forgotten tomb where the followers of Saradomin were buried before the vpampyre invasion. Since the vampyres cannot enter the crypt, its treasures are yours to plunder.

Mod West designed a suitably spooky environment: four floors carved into the natural rock below the city of Darkmeyer, all leading to a sacred burial chamber. Here's the concept art he came up with:
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The first concept artwork of the Hallowed Sepulchre drawn by Mod West
After that Mod Neil, one of our concept artists, hit on the idea of enchanted statues set up as traps by the fleeing Saradominists in order to protect the treasures within the Sepulchre. Using existing Saradominist symbology, he created a list of props and assets that Mod West could subtly weave into the environment.
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Concept of one of the final floors of the Hallowed Sepulchre
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Prop Sheet of potential Assets
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The final chamber of the Hallowed Sepulchre
Step Four: Rewards!
Risk Vs. Reward
One of our favourite things in a minigame is the concept of risk vs reward, and this is played out wonderfully in the Hallowed Sepulchre. When you complete a floor you will have a choice: continue to the next floor, and risk losing the XP you've earned so far? Or do you take your prizes, and miss out on the chance to get more? The better you get at bypassing the traps, the more time you'll have to complete each floor, and the more risks you'll be able to take.

Treasure Opportunities
To add to the risk, you'll also encounter challenges that will require you to use different skills - using Construction to build a bridge, or Magic to enchant a portal to carry you across a gap. Getting past these extra obstacles will let you loot coffins for a chance to get Hallowed Marks, which you can spend in the reward shop. On the other hand, skipping these challenges will give you more Agility XP per hour - so it's a tough choice to make! Alternatively, you can use your Hallowed Marks to reduce the failure rate of these Treasure Opportunities, thereby lessening the gap between treasure and XP.

Mod Flippy has been responsible for developing these Treasure Opportunities and, like the traps, writing them as modular obstacles that can be plugged in to each floor.

Treasure Opportunities might also drop a Strange Old Lockpick, which will allow you to bypass the Barrows puzzle. We know this is a controversial mechanic, but locking it behind other content should ensure it isn't abused.

Reward Shop
You'll be able to spend your Hallowed Marks in the reward shop once you leave the Sepulchre.

The star of the store is undoubtedly the Hallowed Dye, which you can use to create a Dark Graceful set. There's also a Dark Acorn, which will recolour your Giant Squirrel to match.

Here's the full list of rewards for your viewing pleasure:
[tr][td]Reward[/td][td]Image[/td][td]Description[/td][/tr][tr][td]Hallowed Token[/td][td]Afbeelding[/td][td]This token, when consumed within the Hallowed Sepulchre, will add an extra minute to the remaining time.[/td][/tr][tr][td]Hallowed Grapple[/td][td]Afbeelding[/td][td]This new grapple, when equipped in the ammo slot, will half the failure rate when attempting a ranged related treasure challenge in the Hallowed Sepulchre. This grapple cannot be used anywhere outside of the crypt.[/td][/tr][tr][td]Hallowed Focus[/td][td]Afbeelding[/td][td]This focus, when equipped in the off-hand slot, will half the failure rate of the magic treasure challenges in the Hallowed Sepulchre.[/td][/tr][tr][td]Hallowed Symbol[/td][td]Afbeelding[/td][td]This symbol, when equipped in the necklace slot, will half the number of sacrifices required to get past the prayer treasure challenges in the Hallowed Sepulchre.[/td][/tr][tr][td]Hallowed Hammer[/td][td]Afbeelding[/td][td]This hammer will half the failure rate of breaking nails during construction challenges in the Hallowed Sepulchre. It cannot be equipped.[/td][/tr][tr][td]Hallowed Ring[/td][td]Afbeelding[/td][td]This ring, when equipped in the ring slot, will prevent the user from losing time when they fail an obstacle. It will "teleport them in the nick of time" and send them back to the start of the obstacle avoiding the time penalty.[/td] [/tr][tr][td]Dark Dye[/td][td]Afbeelding[/td][td]This dye can be used on any piece of graceful armour to recolour it into a dark graceful piece of armour.[/td][/tr][tr][td]Dark Acorn[/td][td]Afbeelding[/td][td]This acorn, when used on the Giant Squirrel pet, will turn it into a black and red version to match the dark graceful set. It is a permanent unlock and can be toggled back to its original colour at any time.[/td] [/tr][/tabel]


Tomb Raiding
Last but definitely not least, when looting the coffin in the heart of the Hallowed Sepulchre, there's a rare chance to get yourself a Ring of Endurance, which will allow you to store Stamina Potion doses in a ring, thereby doubling their effect and saving you precious Inventory space. It's a niche item, but we think you'll find it all kinds of different uses.
[tr][td]Reward[/td][td]Image[/td][td]Description[/td][/tr][tr][td]Ring of Endurance[/td][td]Afbeelding[/td][td]This ring requires 70 Agility to equip. You charge it with up to 1000 doses of Stamina potion (1 dose = 1 charge). A charge is consumed when you drink a Stamina potion, making the effects of the potion last twice as long. If the ring is removed while under the effects of a Stamina potion, the remaining duration is cut in half.

Also, while the ring is charged, with at least 500 charges and you are not under the effect of a stamina potion, your run energy drain rate is reduced by 15%. For example, at 0kg this would be 0.57 energy per 2 tiles run instead of 0.67 and at 64kg this would be 1.14 energy instead of 1.34.

The charged ring is untradeable, and reverting the ring to make it tradeable will lose any stored charges.[/td][/tr][tr][td]Strange Old Lockpick[/td][td]Afbeelding[/td][td]This lockpick, when placed in your inventory, will allow you to bypass all Barrows doors. It is tradeable when it has its full 50 charges. A charge is consumed when you use the lockpick to open a door which was previously un-passable to you. Once a charge has been lost, it becomes untradeable.[/td][/tr][/tabel]


Step Five: Preparing for Release
So, we have the traps, we have the environment and we have the treasure - are we done yet?

Not quite! Mod Flippy has been hard at work tying the all-important minigame system together. We've made it all sound very simple here, but there are lots more important things to do before release day, including:
  • Generating the instances and capping the players who can enter them.
  • Ensuring that the player can transition from one floor to the next floor or leave the floor if they decide they don't have enough time to complete the next one.
  • Providing XP and a chance at the Giant Squirrel pet upon completion of the minigame.
  • Making a timer overlay so that the player knows how long they have left in the Hallowed Sepulchre and ensuring that when it runs out the player is sent back to the lobby with no experience.
  • Developing the effects of the Strange Old Lockpick and Ring of Endurance.
  • Blocking teleports within the Hallowed Sepulchre.
  • And much, much more!
On the graphics side of things, Mods West, Gee, and Ry are hard at work giving the Hallowed Sepulchre the polish you expect from an Old School content release. They want it to really feel as though you're descending into a deep, dark tomb. Scary stuff!

QA are also busy balancing the mechanics on each floor to get the difficulty just right. After that, the rest of the team will be invited for internal playtests to collect even more feedback. For example, we've got this great idea where we'll combine the sword trap with the - oh, wait! We can't give everything away just yet. You'll just have to wait until the update goes live later this year.

That's it!
Hopefully this has provided some insight into the development process here at Jagex. We hope you've enjoyed reading, and we'll see you again next month for even more behind-the-scenes news!


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Discuss this gazette on our official forums, the community-led 2007Scape Reddit, or the community-led OSRS Discord in the #gameupdate channel. For reference on the above content, check out the official Wiki.

Mods Acorn, Archie, Ash, Banjo, Boko, Bonsai, Bruno, Curse, Deagle, Ed, Errol, Fed, Flippy, Gee, Husky, John C, Kieren, Lenny, Lottie, Maylea, MikeD, Nasty, Oasis, Roq, Ry, Steve W, Sween, Tide, Vegard, Weath & West
The Old School Team
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Lid geworden op: woensdag 5 december 2007, 17:55

We Can All Play Apart Together - A Message from Mod Pips

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Lid geworden op: woensdag 5 december 2007, 17:55

1v1 Tournament

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1v1 Tournament

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Do you hear the call to battle? Do you want to prove your PKing prowess? Then you're in the right place! As per Mod Pips' message to the community, we're pleased to announce the Old School RuneScape 1v1 Tournament!
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WHAT IS IT?

512 skilled fighters from around the world will battle through regional qualifiers to stake their claim for supremacy, but only one will walk away as the Champion of Gielinor in the Grand Final!
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WHEN IS IT?

The Old School RuneScape 1v1 Tournament is a three-day event taking place between Friday April 17th - Sunday April 19th. With four qualifying tournaments in Europe, North America East, North America West, and APAC, there's plenty of opportunities to fight your way to victory.
  • The APAC qualifier will begin at 19:30 AET (09:30 BST) on Friday April 17th
  • The European qualifiers will begin at 19:30 BST on Friday April 17th
  • The North America East qualifiers will begin at 12:00 ET (17:00 BST) on Saturday April 18th
  • The North America West qualifiers will begin at 12:00 PT (20:00 BST) on Saturday April 18th
  • The Grand Final will begin at 20:00 BST on Sunday April 19th
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HOW DOES IT WORK?

Each qualifier will have 128 participants (512 participants worldwide). Each region will have their own bracket, and each bracket will run a single elimination, best-of-three mechanic.

Brackets will be built using Challonge.com which will assign matches at random.

Players will sign-up and, once their account has been checked, will:
  • Receive an email (sent from OSRSEsports@Jagex.com) and an inbox message to confirm participation.
  • Be invited to a Discord server for discussion and match-reporting purposes.
Participants will report their scores in the Discord server, and J-Mods will update the brackets accordingly.

The tournament will take place on no-save game worlds with access only allowed to Clan Wars, like the ones we've used for betas.

Only the account used to sign-up will able to play on these games worlds.

Every participant will have the same stats, will all be using Ancient Magicks, and will have a choice of two gear load-outs (the only difference is the special attack weapon).

CLICK HERE FOR A HANDY GUIDE OF HOW IT'LL WORK ONCE YOU'RE A CONFIRMED PARTICIPANT.

Step 1 - Login to the world and interact with the benches by the Clan Wars portal. You can choose which gear you'd like to use, but you cannot change your stats.
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Step 2 - Choose whether you want your special attack weapon to be an Armadyl Godsword or Dragon Claws. The rune pouch contains runes for Ice Barrage, and there are plenty of them.
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Step 3 - Join your own account's Clan Chat. This is necessary because each fight occurs in the Clan Wars portal.
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Step 4 - Challenge your next opponent opponent in the bracket.

Step 5 - Fight your opponent and report the score in the Discord server.

Step 6 - If you win, proceed in the bracket to face your next opponent. If you lose, watch the rest of the action on Twitch!
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WHAT ARE THE RULES?
  • Participants agree to everything outlined in our T&Cs
  • Sign-ups will occur on a first-come-first-served basis. In the event that sign-ups become full, you will be added to a wait-list. Due to the limited number of slots, you will only be able to sign up with one account.
  • Participants will be notified of their confirmed acceptance into the competition no later than 24 hours before the tournament.
  • Any player found to have signed up to a qualifier outside of their region will be automatically disqualified from the tournament.
  • Any players found to have signed up with multiple accounts will see both their main account and alternate account disqualified from the competition and banned from competitive play for the remainder of 2020.
  • If for some reason circumstances change and you can no longer participate, please notify the tournament organisers at OSRSEsports@Jagex.com as soon as possible.
  • All matches will take place within the Clan Wars arena. In between matches, players will have access to chests to change their gear or to re-supply. You may not alter any rules of the competition (excluding map choice) when setting up your matches.
  • All matches will take place on the following no-save worlds: APAC - world 412; EU - world 408; NA East - world 400; NA West - world 409.
  • Victors will move up in the bracket and face the winner of the adjacent bracket.
  • The final eight from each region will qualify for the Grand Final. The same rules and regulations will apply to the Grand Final as in the regional qualifiers.
  • During the Grand Final, rounds one and two will be played on participants preferred worlds. The deciding round three (should it be necessary) will be played on the NA East world, as it is deemed the most neutral.
  • Leaving the tournament for any reason for longer than 15 minutes will result in automatic disqualification in which your opponent will receive a bye.
  • ailure to report accurate outcomes from your matches will result in a six-month suspension from all competitive play.
  • Jagex will intervene using game data in the event of any dispute when reporting the outcome of matches.
  • Jagex will be conducting anti-cheating checks to ensure validity of results. If any player has been found to have cheated, they will be disqualified from the tournament, their Old School RuneScape account will be banned, and affiliated accounts will be banned from competitive play indefinitely. You will not be given the chance to appeal this decision, so play safe and play fair!
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WHAT ARE THE PRIZES?

In Mod Pips' message to the community we stated that we were planning to raise over 100k for our charity partners. We're delighted to announce that 6k of that will be shared by our charity partners for prizes in this tournament.

In addition to to this, we'll also be awarding the following:
  • 1st Place: $1,000 USD and a HyperX Ultimate Gaming Bundle
  • 2nd Place: $500 USD
  • 3rd Place: $250 USD
  • 4th Place: 1 Year Old School Membership
  • 5th - 16th Place: 6 Months of Old School Membership
  • 17th - 32nd Place: 3 Months of Old School Membership
We'd like to thank our friends at HyperX for supporting the tournament by supplying the Ultimate Gaming Bundle.
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HOW CAN I WATCH THE EVENT?

We're thrilled to reveal that we're going to be working with some great content creators in the regional qualifiers!
  • Purpp will be hosting the APAC qualifier on Friday April 17th
  • Ayiza will be hosting the European qualifier on Friday April 17th
  • Faux will be hosting the North America West qualifier on Saturday April 18th
  • We'll be ready to announce the host of the North America East qualifier very soon! You'll be able to watch them on Saturday April 18th
  • And you can join us for coverage of the Grand Final over at OldSchoolRS on Twitch on Sunday April 19th
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HOW CAN I PARTICIPATE?

Firstly, make sure you're familiar with the rules and how the tournament works!

The below sign-ups will close at 23:59 BST on Tuesday April 14th.

Click here to sign-up for APAC!

Click here to sign-up for European!

Click here to sign-up for North America East!

Click here to sign-up for North America West!
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That's it!

The Old School and the Esports Teams
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Berichten: 1010
Lid geworden op: woensdag 5 december 2007, 17:55

We Can All Play Apart Together: A Message from Mod Pips

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We Can All Play Apart Together: A Message from Mod Pips

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We Can All Play Apart Together - A Message from Mod Pips
COVID-19 is having a massive impact on many of our lives, with social distancing separating families and friends, and disrupting businesses around the world. Jagex is making sure RuneScape and Old School remain strong places to socialise and escape to, and we will be supporting our mental health charity partners for anyone in need of help at this challenging time.

We've had to adapt very quickly to working from home, to keep our staff safe whilst keeping the game servers, content and services going strong. I'm amazed and proud of the incredible work of our teams in responding to the situation. They have made working from home possible in ways that we couldn't have imagined a few weeks ago, including developing content and launching game updates remotely (including RuneScape's huge new skill Archaeology).

We've also ramped up the services we provide to staff, to support them through this time of change and disruption. On top of the great benefits we have in place, we've stepped up the mental health counselling and run remote social events including competitions and virtual social gatherings.

Supporting better mental health is important to us. Together with our players, last year we raised more than 250,000 to help our three amazing mental health charity partners - CPSL Mind, the Prince's Trust, and You Are RAD. This support is now more important than ever - which is why over the next few weeks, we'll be doing our best to help those impacted by our current isolation.

Jagex will donate a further 100,000 to its mental health charity partners. This is on top of our already-scheduled RuneScape Mental Health Awareness Week charity time-limited event. We'll be making this donation swiftly so we can bring immediate help to those who need it during the current situation.

We'll also be teaming up with the #PlayApartTogether global games initiative to support physical distancing messaging to help fight the spread of COVID-19.

If the current situation is getting to you, with the help of CPSL Mind we've published an article called Wellbeing During Isolation on Jagex.com that provides valuable information and resources, as well as links to other charity partners. We encourage anyone to support this however they can.

As I mentioned, last week Archaeology arrived in RuneScape. Old School players can look forward to the second half of the Darkmeyer update, including the Sins of the Father quest and the Hallowed Sepulchre, which we're working on right now. But it doesn't stop there. Players of both games can look forward to more activities and content. We'll have more information for you in the coming weeks, but here are some highlights:
[tr][td]Old School RuneScape[/td][/tr][tr][td]We're bringing you a special charity Old School RuneScape 2020 1v1 tournament, kicking off next Friday. You can read more, and find out how to register, here.

We're working with some great partners who have generously donated prizes for the event.[/td][/tr][tr][td]Starting on May 1st we'll be kicking off a 4-week DMM tournament with a substantial charity prize pool, again with some fantastic prizes from our partners.[/td][/tr][tr][td]Players can also look forward to a special event, supporting our partner charities. [/td][/tr][tr][td]We'll be aiming, where technology allows, to do more live streams for both RuneScape and Old School. [/td][/tr][tr][td]We'll be running fortnightly AMAs and Discord Q&As with mental health charity representatives to help vulnerable players get the support they need. [/td][/tr][tr][td]There will be more get-togethers in-game with J-Mod attendance.[/td][/tr][/tabel]


We'll be regularly updating our website and social channels on @RuneScape and @OldSchoolRS to ensure you don't miss your opportunity to take part.

Finally, this is normally the time we'd be locking down our plans and working with venues in preparation for RuneFest. Given the current situation, we're not able to do that so, regrettably, hosting our favourite event of the year won't be possible in 2020. Instead, we're looking at alternative virtual events that will go some way to filling the void until we can begin planning the next RuneFest, which will be the biggest and best we've ever done. More details to come.

The community spirit, between us all here at Jagex and all of you playing at home, is deeply important to me. It's important that you, we and I stay connected. And not just in the world of RuneScape, but in all the safe places you can meet and share experiences with likeminded people and support one another. And laugh. Don't forget to laugh.

Be safe, stay home and be there for each other - we're in this together.

See you in Gielinor.

Mod Pips and The Old School Team


Afbeelding

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Poll 70 Game Improvements

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Poll 70 Game Improvements

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This week sees even more improvements from Poll #70!
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Poll #70 Game Improvements
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Another batch of changes has arrived in-game! Here's what you can look forward to this week.

Tangleroot Recolours
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The Tangleroot pet can now morph into five different forms for all your fashionscape needs. To change your pet's looks, you'll need to give it one of the following seeds:
  • Crystal tree seed
  • Dragonfruit tree seed
  • Guam seed
  • White lily seed
  • Redwood tree seed
Please note that you'll need to use the actual seed, not a sapling. To revert your Tangleroot to its original form, you'll need an acorn.

Quantity Buttons on Deposit Boxes


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Quantity buttons have been added to the Bank Deposit Box interface for ease of use.

Pickpocketing Master Farmer
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Any seeds you steal from a Master Farmer will now automatically go into an open Seed Box if you have one in your Inventory. This change will also affect gems stolen from NPCs, which will go into the Gem Bag.

Sawmill Menu


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The menu for buying planks at the Sawmill has been updated to the standard Make-X interface.

Herb Sack
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Farmer Gricoller's Rewards Shop at the Tithe Farm now stocks the Herb Sack for 250 points.

Revenant Cave Weapons
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Viggora's Chainmace, Thammaron's Sceptre and Craw's Bow can now be converted into 7500 revenant ether apiece. To do so, right-click the weapon in your Inventory and select the 'Dismantle' option.

Inquisitor's Armour Set Effect
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The Inquisitor's Armour from The Nightmare of Ashihama boss has been given a set effect! From now on, each equipped piece from the set will boost both damage and accuracy by 0.5% while you are using the crush attack style. If all three pieces are equipped, you'll get an additional 1% boost, for a total of 2.5%.

Keep your eyes peeled for more Poll #70 changes in the coming weeks.


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Beware of Phishing Emails
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As COVID-19 continues to affect all our lives, we'd like to remind you all to be wary of phishing emails imitating official Jagex accounts. Jagex willneverask for your password. Please remain vigilant and keep your account details safe!


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In Other News
The PvP world rota has moved toPeriod B. On the east of the Atlantic, the hosts are theStandard PvPworld (W25, UK) and theF2P PvPworld (W71, UK). On the west of the Atlantic, the host is theHigh Risk PvPworld (W37, USA).
  • The Twisted League worlds will be closing next week. Please ensure that you've logged in to claim your League Points before the next update!
  • The situation with the Disappointing Gelt and his bounteous bunnies has been resolved... for now.
  • The Blade of Saeldor is now listed on the Smithing and Crafting skill guides, and can be found under the 'Crystal' tab.
  • The 'imbued' Blade of Saeldor is now known as the 'corrupted' Blade of Saeldor, or Blade of Saeldor (c).
  • The description of the corrupted Blade of Saeldor has been changed to reflect its new status.
  • The NPC who corrupts your Blade of Saeldor will now inform you of the additional cost.
  • Amrod has been given a unique description. Ooh, fancy!
  • Amrod's Shop interface now reads 'Buy-x' instead of 'Make-x'.
  • The options on the Mythic Cape in the Player Owned House have been switched around to avoid accidental teleportation.
  • A grammatical error regarding 'seeds' has been fixed in Amrod's dialogue.


Afbeelding
Discuss this update on our official forums, the community-led 2007Scape Reddit, or the community-led OSRS Discord in the #gameupdate channel. For reference on the above content, check out the official Wiki.

Mods Acorn, Archie, Ash, Banjo, Boko, Bonsai, Bruno, Curse, Deagle, Ed, Errol, Fed, Flippy, Gee, Husky, John C, Kieren, Lenny, Lottie, Maylea, MikeD, Nasty, Oasis, Roq, Ry, Steve W, Sween, Tide, Vegard, Weath & West
The Old School Team
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Lid geworden op: woensdag 5 december 2007, 17:55

DMM

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DMM

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DMM
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As per Mod Pips' message to the community, we're pleased to announce the Old School RuneScape DMM Tournament! For this event, we're giving 25,000 to our three amazing mental health charity partners - CPSL Mind, the Prince's Trust, and You Are RAD.

This all ties into our team-up with the #PlayApartTogether global games initiative to support physical distancing messaging in the fight against the spread of COVID-19.
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WHAT IS THE DMM TOURNAMENT?
Vanquish your foes and fight for survival in Old School RuneScape's most perilous game variant. All DMM worlds are dangerous, there's unique content changes, and nobody is safe! Begin your DMM journey as a fresh noob and, with accelerated XP rates and more item drops, create a monstrous account for PKing!
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WHEN IS IT?
The DMM worlds will open on Friday May 1st at 13:00 BST (08:00 ET / 05:00 PT). The Tournament will end on Saturday May 30th, following the beginning of the Permadeath stage which begins at 19:00 BST (14:00 ET / 11:00 PT).
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HOW CAN I PARTICIPATE?
  • Anybody with membership can log in and play on the DMM worlds!
  • Join us for our livestream of the Permadeath stage at the end of the DMM event on Twitch at 19:00 BST on Saturday May 30th!


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WHAT ARE THE PRIZES?
In addition to the hefty 25,000 we're giving to our incredible mental health charity partners, there's also cash and amazing hardware prizes to be won!
  • 1st Place: $1,000 USD, The Razer Ultimate Bundle (Basilisk Ultimate +Huntsman Elite + Firefly V2 + Nari Ultimate), Intel i9-9900k CPU, Intel SSD, Intel Swag Bag and 1 Year Old School RuneScape Membership.
  • Runner Up (2nd Place): $500 USD, Razer BlackWidow Elite, Intel SSD, Intel Swag Bag and 1 Year Old School RuneScape Membership.
  • Semi Finalist (3rd & 4th Place): $250 USD, Razer Kraken Ultimate and Base Station Chroma OR Viper Ultimate and Gigantus Team Razer, and 1 Year Old School RuneScape Membership
  • 5th - 16th Place: 1 Year Old School RuneScape Membership
We'd like to thank our friends at Intel and Razer for supporting the tournament by providing these prizes!


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HOW DOES IT WORK?
Tournament structure:
  • Any player with membership will be able to log in to the DMM worlds between Friday May 1st (13:00 BST / 08:00 ET / 05:00 PT) - Thursday May 28th (11:30 BST / 18:30 ET / 15:30 PT).
  • On Thursday May 28th (11:30 BST / 18:30 ET / 15:30 PT) we're going to close the DMM worlds. The top 2000 accounts, as per the DMM HiScores, will be flagged to access DMM world 400.
  • DMM world 400 will re-open at 12:00 BST (07:00 ET / 04:00 PT) on Saturday May 30th. The 2000 flagged accounts will be the only accounts able to access this world.
  • The Permadeath stage will begin at 19:00 BST (14:00 ET / 11:00 PT) on Saturday May 30th. If you die after this time you won't be able to log in again. Dangerous fog will begin to envelop the world, and players will be forced to one of two 'final' areas in-game (Falador or Annakarl) to fight for survival.
  • The last surviving 128 from each of the two (256 players in total) 'final'areas will be teleported to an arena system. Within this arena system the players will be paired with other players to fight against in a series of 1v1 fights until just one single player remains to be crowned champion.
  • The arena brackets will be as follows : Round of 256 > Round of 128 > Round of 64 > Round of 32 > Round of 16 > Quarter Final Round of 8 > Semi Final Round of 4 > Final.
Notable DMM content differences:
DMM is extremely different to the Old School RuneScape that you know. Make sure to expand each section for a list of the some of the things you need to know!

Danger.
Most of the Old School map is a dangerous area, where other players can attack and kill you.
  • There are several guarded areas which are protected by guards (level 1337).
  • Guards in these areas will attack dangerous skulled players until they're killed.
Protect yourself.
Other players will be out to get you, but it's not all bad. We give you these tools to protect yourself with:
  • You can protect two Combat skills and three non-Combat skills. You won't lose any XP in protected skills if you die (unless you die in a guarded area with a PK skull - see the next section). You can do this by opening the items lost on death interface from the equipment tab.
  • You can insure your Hitpoints level by talking to Gelin in Lumbridge. Your Hitpoints level will never fall below the level of the respective insurance fee you've paid (level 25, level 50, or level 75).
  • You can find safe deposit boxes in banks with Financial Wizards. Within these boxes you can protect 10 items (individual items, not stacks of items). Items protected within this box will never be lost on death.
Dying.
A death in DMM can be seriously punishing. You can lose items and you can even lose XP!
  • If you're killed by another player...
    • you'll lose the 10 most valuable stacks of items from your bank, along with all equipped items and items within your inventory. The player who killed you will gain access to these items in the form of a bank key.
    • whilst you have a PK skull, you'll lose XP. The exact amount is based on the combat level of the player that kills you.
    • but you don't have a PK skull, then you won't lose any XP.
  • If you're killed by an NPC...
    • while you have a PK skull, you'll lose the 10 most valuable stacks of items from your bank, along with all equipped items and items within your inventory.
    • while you have a PK skull, you'll 50% of XP in any unprotected skills.
    • but you don't have a PK skull, then it's just like any death in Old School RuneScape. You won't lose any XP, and the only items you'll lose are the three most valuable that are equipped or in your inventory.
  • If you're killed within a guarded area whilst you have a PK skull, you'll lose 10% of your XP in skills that you've protected.
  • Dying with, or dropping, a stack of Chinchompas will cause it to appear on the ground, visible to all players.
XP Rates.
Gaining XP in Old School is greatly accelerated, and rates differ based on where you are in the game world.
  • You'll gain XP in safe areas at a rate of 10x for both combat and non-combat skills.
  • You'll gain XP in dangerous areas at a rate of 10x for non-combat skills and 15x for combat skills.
  • Regaining XP that you lost by dying will be at a further-increased rate of 50x.
Killing other players.
Wreaking havoc by killing your fellow players is a great way to ensure a competitive advantage!
  • You'll get a special key when you kill another player. With this key you can raid the bank (specifically the 10 most valuable stacks of items) of the player you killed. You can do this by using the keys on special chests found within some banks.
  • You can carry up to five of these keys at any one time!
  • Carrying any of these keys will result in a special skull icon appearing above your character which indicates how many keys you have.
  • You'll get a PK skull when you attack any other player. It lasts for 15 minutes.
  • If you're already skulled and you attack another player, the timer will be extended by two minutes up to the regular 15 minute timer.
  • There is a skull penalty for all players attacking a skulled player. The skull penalty will last for five minutes. If you previously had a skull with less than five minutes remaining it will revert to five minutes. If you previously had a skull with longer than five minutes remaining it will remain unchanged.
  • There is a one minute grace period for reasonable kills. This is a temporary status of immunity from the attacks of other players. A reasonable kill can be defined as killing a player within 30 combat levels of yourself. If killing a combat level higher than yourself you will always receive this grace period of immunity (e.g. a level 90 killing a level 126 will receive the grace period). If you die or attack another player within this minute then you will lose the remaining grace period. The grace period will be lost upon logging out.
Lots more loot.
Killing NPCs in DMM can be far more lucrative than in normal Old School RuneScape!
  • Supply chests will spawn during the Permadeath stage. Within these chests will be: Karil's Top and Ahrim's Top or Karil's Skirt and Ahrim's Skirt or Seers Ring (i) and Archers Ring (i) or Amulet of Fury and Infernal Cape or a charged Dragonfire Shield or Verac's Skirt and Abyssal Whip.
  • Revenants will drop double loot between Friday May 1st 00:00 UTC - 23:59 UTC Sunday May 3rd.
  • Barrows will drop double loot between Friday May 8th 00:00 UTC - 23:59 UTC Sunday May 10th.
  • God Wars bosses will drop double loot between Friday May 15th 00:00 UTC - 23:59 UTC Sunday May 17th.
  • Wilderness bosses will drop double loot between Friday May 22nd 00:00 UTC - 23:59 UTC Sunday May 24th.
  • Killing any NPC will give you a chance at landing on a special DMM loot table that contains highly sought-after supplies. The chance is determined by the combat level of the NPC. Bosses have an increased chance of hitting this table and Superior Slayer Creatures have a guaranteed chance.
  • Killing NPCs in the Wilderness will give you a chance at landing on a special Wilderness DMM loot table which contains powerful equipment: Morrigan's Throwing Axe, Morrigan's Javelin, Zuriel's Staff, Statius's Warhammer, Vesta's Longsword, and Vesta's Spear. The chance is determined by the combat level of the NPC.
  • In addition to the normal loot offered by killing them, Callisto, Venenatis, Vet'ion and the Chaos Elemental also have a 1-in 3-chance of dropping a single 4-dose Saradomin brew.
  • In addition to the normal loot offered by killing them, Scorpia, Crazy Archaeologist and the Chaos Fanatic also have a 1-in-5 chance of dropping a single 4-dose Saradomin brew.
  • Some item drops more frequently: Abyssal Whip, Leaf-Bladed Battleaxe, Dragon Plateskirt, Dragon Platelegs, Dragon Defender, Draconic Visage, Imbued Heart, all Malediction Shards, all Odium Shards, all Godsword Blades, all unique Godsword Hilts, Zamorak Spear, Staff of the Dead, Armadyl Helmet, Armadyl Chestplate, Armadyl Chainskirt, Armadyl Crossbow, Saradomin Sword, Saradomin Light, Bandos Chestplate, Bandos Tassets, and Bandos Boots.
  • In Barrows there is also a chance to obtain potions and potion ingredients. For potions, there is a 1-in-2 chance of gaining a stack of 3 (4)-dose potions when you roll on the Barrows Armour table. You will receive either Saradomin Brews, Super Restores, Ranging Potions or Super Combat Potions. There is a small chance of obtaining potion ingredients on the normal Barrows table. Note: due to limitations of the Barrows interface, it's possible that any items gained may instead appear in your inventory or on the floor. It is possible to receive the following: Crushed Nests, Red Spiders' Eggs, Wine of Zamorak, Limpwurt Roots, White Berries or Grimy Torstol.
  • Dragons drop double the amount of bones.
  • All random unnoted herb drops from NPCs are now doubled.
  • The Giant Mole will now drop double the amount of Claws and Hides.
  • The Tome of Fire droprate has been increased by x10 and Burnt Page drops will have double the number of pages.
Other changes.
There are a lot of other changes in DMM, most of which are designed to quicken your progress!
  • The following quests will be auto-completed when you first login to a DMM world: Cook's Assistant, Priest in Peril, Ernest the Chicken, Restless Ghost, Animal Magnetism, The Grand Tree, Tree Gnome Village, Monkey Madness, Dragon Slayer, Goblin Diplomacy, Rune Mysteries, Lost Tribe, Death Plateau, Shield of Arrav, Lost City, Merlin's Crystal, Druidic Ritual (and 3 Herblore), Heroes' Quest, Recipe for Disaster Part I.
  • All Zeah House favour is set to 100%. The Architectural Alliance miniquest is also completed, meaning favour is locked.
  • Tuna, Lobster, Swordfish, Shark, Karambwan, Dark crab, and Anglerfish fishing spots will yield 3x the amount of fish resources.
  • Every player will have the Bigger and Badder Slayer perk unlocked from the very start.
  • Starter packs will be available, each reclaimable once per day. They cannot be used in PvP. They are not tradeable, except where specified.
  • All rune and arrow shops restock at a much faster rate. Fletching & Crafting supply stores will also restock at a faster rate. Lower tier equipment will restock faster than higher tier equipment, for example: an air rune will restock faster than a death rune.
  • Pyramid tops, found atop the Agility Pyramid, will turn to cash upon death.
Restricted content.
In DMM we've made the decision to restrict some pieces of content in order to improve your playing experience.
  • Zulrah, the Wilderness Prayer Altar, and Lava Dragons are inaccessible.
  • Duel Arena, Castle Wars, Trouble Brewing, Fight Pits, Rat Pits, Pest Control and Last Man Standing are all inaccessible.
  • The nature rune chest in East Ardougne is inaccessible.
  • Count Check will not be able to teleport players to the Stronghold of Security.
What's changed since the last Seasonal?
  • The structure has changed significantly. We've decided to stop the prolonged qualifying period and dedicated finals week, and we've essentially just combined them. The biggest benefit is that account progress from the qualifying stage is directly carried into the final.
  • There will be no XP cap. We introduced it an attempt to ensure parity and hoped that new players who were put off by the hardcore nature of the game mode would give it a try and stay for longer. If we're being honest, it didn't work. We'd like to see how it'll work without an XP cap and with the combined structure.
  • The Chambers of Xeric and the Theatre of Blood will not be restricted. Again, if we're being honest we're curious to see how it might affect the DMM metagame, if at all.
  • We aren't going to be enforcing rules against swapping or muling. In the past the rules were rather vague and were often prone to misinterpretation. Some players argued that swapping was a way of evening the playing field when playing against clans or popular players, like content creators, who would be given resources and equipment. We'll see how this change affects gameplay for future reference.
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WHAT ARE THE RULES?
  • Participants agree to everything outlined in our T&Cs.
  • All normal RuneScape rules apply. We'll be rigorously enforcing the account sharing rule by banning and disqualifying players who account share.


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That's it! We're incredibly excited to open up the DMM worlds and see the destruction that ensues!

The Old School and the Esports Teams
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Lid geworden op: woensdag 5 december 2007, 17:55

Bounty Hunter Returns

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Bounty Hunter Returns

Originele tekst



This week sees the return of Bounty Hunter and some small game improvements.
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Bounty Hunter Returns
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As you know from our blog back in March, we've been looking at how to return Bounty Hunter to the game in a fun and innovative way, without allowing bots and farmers to gain a foothold. This week, you'll be seeing the results!

Key Changes
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The biggest change you'll notice is that on Bounty Hunter worlds, all players in the Wilderness are skulled automatically - but these aren't your ordinary skulls! They feature different designs that reflect the highest tier of Emblem you (and your opponents!) are currently carrying.

Hotspots will remain, and now have a shorter, 20-minute cycle. In addition, the hotspot finder will now prioritise single-way combat areas, although multi-way combat areas still have a small chance to appear on the rotation. After a multi-way combat hotspot expires, the next hotspot is guaranteed to be in a single-way zone.

A new task has been added, which will net you an increased chance at an Emblem in exchange for killing your target with a dragon dagger. Other than that, tasks have not changed and will still be assigned every 20 minutes.

Lastly, you'll notice some new restrictions on which accounts can participate in Bounty Hunter. To join in the fun, you must now accumulate 20 Quest Points and 48 hours of total play time. This is intended to prevent bots and farmers exploiting the minigame, and we hope you'll see the value in doing so - even at the cost of having to play through non-PvP content to join a PvP activity.

As always, you must have a combat level of at least 30 in order to play Bounty Hunter.

Finally, we've upped the ante to make the minigame even more exciting. In order to be assigned a target, you'll need to be carrying either an Emblem of any tier, or 20,000 gold pieces.

Emblems
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Mysterious Emblems have been discontinued. The next time you log in, any remaining Mysterious Emblems you have will be exchanged for gold.

Their replacement is Antique Emblems, which will appear as loot drops from your targets. There's also a chance for the loot roll to upgrade the Emblem, although this is dependent on the following factors:
  • Your target's combat level. Higher level targets will drop better rewards!
  • The highest tier of Emblem you're currently carrying. Again, the more you risk, the more prizes you'll get.
  • Whether the kill took place in a hotspot. Bear in mind that this will only apply for the first kill in that hotspot, to prevent farming.
  • Whether the kill completed a task.
There is also a silent cooldown that caps the rate at which players can receive Emblems, similar to the system used for Marks of Grace.

Rewards

In addition to the items from Last Man Standing and Slayer, which have been returned to the Bounty Hunter Reward store, the following rewards will be available to purchase with points:

Blighted Foods

These foods now heal the same as their non-blighted counterpart, but can only be eaten in the Wilderness:
  • Blighted manta ray
  • Blighted anglerfish
  • Blighted karambwan
Blighted Potions
  • Blighted Super Restore Potion: A potion that restores all stats except Hitpoints. The restore value obtained per dose of the Blighted Super Restore Potion is identical to the regular Super Restore Potions but it can only be consumed in the cursed lands of the Wilderness.
Blighted Spell Sacks

These sacks will act as a stand-in for the runes used in their respective spells, but only in the Wilderness:
  • Blighted Ice Barrage sack
  • Blighted Bind sack
  • Blighted Snare sack
  • Blighted Entangle sack
  • Blighted Teleblock sack
Promissory Notes

These notes can be exchanged for the item listed at any Bank, provided that you don't already have one of the items promised. If you do, you can always trade the note away, or keep it for when you need it:
  • Looting Bag Promissory Note
  • Rune Pouch Promissory Note
Blighted Vesta's Longsword

This untradeable weapon will require 75 Attack to equip. Upon purchase, it will be in an inactive state. You must then use 50,000,000 coins on the longsword to turn it into a usable version. Once activated, the sword does not have charges or degradation mechanics, but can only be used in the accursed lands of the Wilderness on Bounty Hunter Worlds.

If you die in PvM with the sword, it will remain on your person. If you die in PvP, however, and the sword is not a protected item, it will be deleted and your PKer will receive the 50,000,000 coins.

Discontinued Items

You can still spend your old Bounty Hunter points in the previous version of the Bounty Hunter shop, but The Bounty Crate and Decorative Emblems have been discontinued, and are no longer available to purchase.

However, existing Decorative Emblems can still be traded in for points or mounted in a Player Owned House.

w45 Deadman will still give out Archaic Emblems, just as before, and its version of the shop has not been changed.

Getting Started

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To get started with Bounty Hunter, you'll need to be on a Bounty Hunter world, such as w329. After that, all you need do is get your PvP gear ready and head on up to the Wilderness, where, provided that you're carrying an Emblem or at least 20,000 coins, you'll be assigned a target.

Your next job is to track down that target - you can teleport straight to them to make this easier. If they're in a hotspot, you'll get some bonuses for the kill - but watch out! There's a bounty on your head too, and any other player could be coming to claim it!

When you've completed your kill, there's a chance your target will drop an AntiqueEmblem. You can trade these with the Emblem Trader in Edgeville for a reward, or you can try to upgrade it by hunting down more targets. The higher tier the Emblem, the more loot you'll get! Be careful though - if you're killed and drop your Emblem, you'll lose it for good.

If you're a veteran PKer, you might like to try completing tasks for a better chance at getting an Emblem. Tasks involve fulfilling specific requirements while killing your targets. They also make PvP a little bit riskier - so of course, you'll get a bigger reward.

Where's The Poll?
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You might have noticed that content aimed at PvMers, skillers, and questers frequently passes polls, but content aimed at the PvP community usually fails. As nice as it is to assume that all our non-PvP content is ten times as fun and brilliant, we suspect that there are other factors at play.

For the players on the wrong end of a PKing spree, there's a huge incentive to oppose anything that might work to the PKer's advantage - whereas this is simply not the case when it comes to non-PvP content.

In the past, we've thought about rectifying this problem by restricting polls to just the player groups who are most invested in the content on offer, but ultimately, somebody will feel left out of the conversation.

The Wilderness has been an integral part of the game since RuneScape Classic, and it deserves just as much love as the rest of Gielinor. In this update, we've tried to come to a compromise where nobody is missing out on awesome new Wilderness content, but nobody is being disadvantaged by it, either. That's why the blighted items are only usable in the Wilderness and Blighted Vesta's Longsword is only usable on Bounty Hunter worlds, which are entirely avoidable for those who don't want to participate in the minigame.

We really hope you enjoy playing the new and improved Bounty Hunter - and if you've never tried PvP before, now might be a great time to dip your toes in!

DMM Tournament Beta
Afbeelding
The DMM Tournament Beta will go live onFriday 24th April at 1:00PM BST.

As always, this Beta will take place on a world that doesn't use your saved game profile - commonly called Unrestricted/Tournament Worlds. This means that you can visit that world and play without affecting your account's stats, items or position in the 'real' game worlds, and any progress you make on the Unrestricted World will be wiped when you log out. This means that logging in and out during the Beta playtest will reset your state in the Beta. Players are advised not to log out if they wish to avoid being reset - especially as you can't log in after the permadeath phase begins.

We'll confirm that the playtests are going ahead as planned by 09:45 (BST) or 08:45 (UTC) from the@OldSchoolRSand@OSRSPvPTwitter accounts.


Afbeelding
In Other News
  • Fixed a tile in Mort Myre Swamp that was unexpectedly teleporting players to dangerous areas in PvP worlds.
  • The poll booth in Prifddinas bank has been removed because it was causing an obstruction, and poll booths are no longer needed to vote.
  • The Corrupted Hunllef no longer gives messages about the Crystalline Hunllef when it tramples on you.
  • Some missing entries have been added to the in-game Skill Guides.
  • The restrictions preventing new accounts from trading items now include a cap on certain stackable items that can be dropped via PvP.
  • Random events have stopped showing up in the demonic gorilla cave.
  • The Deposit Box interface buttons have undergone a slight change to be more mobile-friendly.


Afbeelding
Discuss this update on our official forums, the community-led 2007Scape Reddit, or the community-led OSRS Discord in the #gameupdate channel. For reference on the above content, check out the official Wiki.

Mods Acorn, Arcane, Archie, Ash, Banjo, Boko, Bonsai, Bruno, Curse, Deagle, Ed, Errol, Fed, Flippy, Gee, Halo,Husky, John C, Kieren, Lenny, Lottie, Maylea, MikeD, Nasty, Oasis, Roq, Ry, Steve W, Sween, Tide, Vegard, Weath & West
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100k+ for mental health: how to get involved!

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100k+ for mental health: how to get involved!

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100k+ for mental health - how to get involved!
Life is that extra bit challenging for everyone at the moment, and isolation is proving a particular struggle for those impacted by mental health issues.

Jagex wants to help as much as it can by supporting our fantastic mental health charity partners CPSL Mind, The Prince's Trust and Rise Above the Disorder. In fact, as revealed by our CEO Mod Pips earlier this month, we have already pledged to donate an additional 100,000 to these partners.

Here's how that 100,000 is getting to our charities with the below in-game events in Old School! Plus, RuneScape also has its own activities contributing to the 100,000 donation.

Level Up for Charity
Get your skilling boots on, people. From 00:00 to 23:59 on Wednesday April 29th, Jagex will donate 1 to its charity partners for every 150 levels gained collectively by players, up to a maximum of 34,500.
So make sure you get stuck in and help our wonderful partner charities!

DMM Contributions
To get us to 100,000, the charity DMM Tournament will have its 25,000 prize pool, plus the 6,000 1v1 Tournament prize donated to the charities, along with the donation unlocked through The Drop in RS3 and Level Up For Charity in OSRS!

Take Care of Yourselves
Be sure to check out the recent post from Mod Pips, which explains lots of other things we're doing to increase our support during this difficult time. If you personally are struggling, we also offer some online resources that might be of some help.

Be well everyone, and we'll see you in Gielinor!

The Old School RuneScape Team
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A Company Announcement

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A Company Announcement

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Company Announcement
Hi everyone. We have one of those corporate announcements for you - Jagex has a new parent company!

As previously shared, last year Fukong Interactive advised that it was considering the sale of assets, with Jagex as a potential option. Today, we're happy to confirm that we are now under new ownership of Macarthur Fortune Holding LLC, a global asset management company that shares our passion for games.

Here's the statement in full:

Macarthur Fortune Holding LLC acquires Jagex

Tuesday, 28th April 2020, (2pm UK / 9am EST) -- Macarthur Fortune Holding LLC, a global asset management company, has announced that it has acquired Jagex, one of the UK's largest video game developers and publishers, for $530million through one of its funds, Platinum Fortune LP, from Shanghai Hongtou Network Technology. Hongtou Network (Hong Kong) was also acquired by Platinum Fortune LP. The management team of Jagex, headquartered in Cambridge, UK, will remain in place.

Macarthur Fortune shares Jagex's passion for video games, and is dedicated to utilizing its experience and expertise to add value to one of the longest-standing video game developers through strategically investing in R&D and marketing to attract new players to its RuneScape franchise of games.

Phil Mansell, Jagex CEO, said:
"The combined strength of Macarthur Fortune and Jagex will both support and enhance our strategic plan to deliver great gaming experiences to our communities of RuneScape players and build on our portfolio with more living games for a global audience."

We'll share any more relevant information as we move forward. But rest-assured - our new owners believe in our vision for our games, and it's business as usual for everyone at Jagex (other than the fact that we're all currently working from home!). Our focus remains on delivering great RuneScape and Old School experiences to you, our amazing community of players.

The Old School Team
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NHS Games for Carers and Level Up for Charity

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NHS Games for Carers and Level Up for Charity

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NHS Games for Carers
We know how hard our NHS heroes are working to save lives and keep us safe in these unusual and difficult times. So as part of #PlayApartTogether, we'd like to offer something back.

As a thank you from everyone at Jagex to these brave workers putting their lives on the line, we are happy to be supporting UKIE's #GamesForCarers campaign. We're offering three months of free RuneScape and Old School RuneScape membership to up to 500 NHS workers.

If you have a valid NHS email address, you can claim your code here.

If you're having issues accessing the link, then please check out the UKIE and Keymailer Twitter accounts for all the latest information.

The offer is only available in the UK.

Over 50 games businesses have teamed up with Ukie for #GamesForCarers, offering over 50,000 codes between them.

So, if you, or one of your friends or family work in the NHS, please grab a code on us. We'll see you in Gielinor!
Afbeelding
Level Up for Charity
Get your skilling boots on, people. Level Up for Charity has begun! From 00:00 to 23:59 today, Jagex will donate 1 to its charity partners for every 150 levels gained collectively by players, up to a maximum of 34,500. You can see how much we've raised so far by checking the Account Management Tab in game.

So make sure you get stuck in and help our wonderful partner charities!

The Old School Team
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Poll 70 and Bounty Hunter Changes

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Poll 70 and Bounty Hunter Changes

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This week brings the last of the changes from Poll #70, plus some further improvements to Bounty Hunter.
Afbeelding
Poll #70
Afbeelding
The final batch of game improvements from Poll #70 has arrived! Here's what you can look forward to in today's update:

Divine Potions
Afbeelding
You can now create Divine Battlemage and Divine Bastion potions at level 86 Herblore. To mix the potions, simply add crystal dust to the regular versions. The Divine potions will provide all the same buffs as the original Battlemage and Bastion potions, but their effect will act similar to other divine potions. Chambers of Xeric
Afbeelding
Crab rooms in Chambers of Xeric will now include a hammer near the entrance. Hope you brought a bib!

Lunar Isle
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Players who've completed the Elite Fremennik Diary will find that a crystal ball has appeared in the Lunar Isle Bank. When clicked or tapped, it will act as a Rellekka teleport.

Krystilia's Slayer Task List
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Krystilia has added bloodvelds, hill giants, moss giants, black knights, pirates and zombies to her list of Slayer targets.

Iorwerth Dungeon
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Superior monsters in the Iorwerth Dungeon are now guaranteed to drop crystal shards.

Perdu's Reward Retrieval
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Perdu has expanded his repertoire and can now retrieve the Keris from Contact! and the Bearhead from Mountain Daughter for anyone who has completed the quests.
Afbeelding
Bounty Hunter Feedback Changes
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We've been paying close attention to the feedback from last week's Bounty Hunter update, and we're pleased to announce the following changes:

Blighted Rewards
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The cost of blighted food and potions in the Bounty Hunter Reward Shop has been significantly reduced:
  • Blighted manta ray will now cost 1,100 points
  • Blighted anglerfish will now cost 1,300 points
  • Blighted karambwan will now cost 1,300 points
  • Blighted Super Restore potions will now cost 1,500 points
In addition, the Ice Barrage sack has become an Ancient Ice Sack, that can be used to cast any of the four Ice spells. A new sack has been created for the Vengeance spell.

Bounty Hunter Coffer
Afbeelding
Rather than carrying coins into the Wilderness to satisfy the risk requirement, the Emblem Trader in Edgeville now has a Bounty Coffer where you can put the coins before entering the Wilderness.

The game will assign you targets only if you have 20k coins in your coffer, or if you are carrying an emblem.

If you are PK'd in the Wilderness on a Bounty world, whether that's by your target or by another player, and you aren't dropping any Antique Emblems to them, you will instead lose up to 20k coins from your Bounty Coffer.

Looting Bags
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There is now a greater chance to receive a looting bag at the end of a PvM encounter.

Emblem Chances
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The base chance of receiving an Antique Emblem, or of having your existing emblem upgraded, when you kill your target, has been rebalanced. It now looks at your opponent's stats rather than their combat level, so that you can still be rewarded for killing pures.

Promissory Notes
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Older versions of the Bounty Hunter store, including the one on W45 DMM, now stock promissory notes for Looting Bags and Rune Pouches - an excellent use of any old points you've got kicking around.
Afbeelding
In Other News
The PvP world rota has moved to Period A. On the east of the Atlantic, the host for the High Risk PvP world will be W343, Germany and the Bounty Hunter world will be W318, UK. On the west of the Atlantic, the host for the Standard PvP world will be W324, USA, for the F2P PvP world, W417, USA and the Bounty Hunter world will be W319, USA. The members-only LMS world will be W333, UK, and the F2P LMS world will be W469, US.

In addition, we will be trialing opening Bounty Hunter world W535, AUS.
  • The Cooking, Crafting, Prayer and Smithing tutors have been updated to better suit their intended purpose.
  • Reward XP can now trigger a fake XP drop if you've already got 200,000,000 XP in that skill.
  • A typo has been fixed in the description of the Graardor pet.
  • A world map icon has been added for bird house sites.
  • Players may now start diving at Fossil Island without emptying their hands.
  • Some Hydra messages have been added to the chat spam filter.
  • A projectile used by the Olm has become a lighter shade of green to assist players with certain forms of colour-blindness.
  • The poll booth in the Warrior's Guild has been removed.
  • On Deadman worlds, the PJ timer will no longer apply to a player who's in a single-way area if the player they're attacking is in a multi-way area.


Afbeelding
Discuss this update on our official forums, the community-led 2007Scape Reddit, or the community-led OSRS Discord in the #gameupdate channel. For reference on the above content, check out the official Wiki.

Mods Acorn, Arcane, Archie, Ash, Banjo, Boko, Bonsai, Bruno, Curse, Deagle, Ed, Errol, Fed, Flippy, Gee, Halo,Husky, John C, Kieren, Lenny, Lottie, Maylea, MikeD, Nasty, Oasis, Roq, Ry, Steve W, Sween, Tide, Vegard, Weath & West
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Maintenance: April 30th and May 1st

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Maintenance: April 30th and May 1st

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We'll be performing essential server maintenance over the next two days. You'll be able to play on the worlds whilst the maintenance is performed, but you'll likely experience temporarily increased ping. We expect the maintenance to take just a few hours.

We've opted for these dates and times in order to best avoid the weekly game update and DMM launch. We apologise for any inconvenience and we greatly appreciate your patience.

See below for a list of the worlds affected and when maintenance will be performed.
[tr][td]Date & Time[/td] [td]Worlds Affected[/td] [/tr][tr][td]Thursday 30th April, 1pm BST[/td] [td]UK worlds: 302, 308, 309, 310, 316, 317, 318, 325, 326, 333, 334, 341, 342, 349, 350, 358, 363, 364, 365, 366, 371, 372, 373, 379, 380, 381, 382, 407, 408, 497, 498, 499, 500, 501, 502, 503, 504, 505, 506, 507, 508, 509, 510, 511, 512, 513, 514, 515, 516, 517, 518, 519, 520, 521, 522, 523, 524, and 525.[/td] [/tr][tr][td]Thursday 30th April, 3pm BST[/td] [td]US East worlds: 301, 305, 314, 321, 322, 329, 330, 337, 345, 346, 353, 354, 361, 362, 369, 370, 377, 385, 386, 393, 394, 401, 402, 403, 404, 415, 416, 417, 467, 468, 469, 470, 471, 472, 473, 474, 475, 476, 477, 478, 479, 480, 481, 482, 483, 484, 485, 486, 487, 488, 489, 490, 491, 492, 493, 494, 495, and 496.[/td] [/tr][tr][td]Friday 1st May, 10am BST[/td] [td]US West worlds: 306, 307, 313, 315, 319, 320, 323, 324, 331, 332, 338, 339, 340, 347, 348, 355, 356, 357, 374, 378, 409, 410, 411, 18, 419, 420, 421, 422, 428, 429, 430, 431, 432, 433, 434, 435, 436, 437, 438, 439, 440, 441, 442, 443, 444, 445, and 446.[/td] [/tr][tr][td]Friday 1st May, 11am BST[/td] [td]German worlds: 303, 304, 311, 312, 327, 328, 335, 336, 343, 344, 351, 352, 359, 360, 367, 368, 375, 376, 383, 384, 395, 396, 397, 398, 399, 405, 406, 413, 414, 447, 448, 449, 450, 451, 452, 453, 454, 455, 456, 457, 458, 459, 460, 461, 462, 463, 464, 465, and 466.[/td] [/tr][/tabel]Afbeelding

Thank you for your patience. We'll update you should anything change. As always, we'll be sure to give you advanced warning of maintenance periods.

The Old School RuneScape Team
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DMM Tournament Is Live!

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DMM Tournament Is Live!

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AfbeeldingAfbeelding
Old School RuneScape's DMM tournament is now live! For this event, we're giving 25,000 to our three amazing mental health charity partners - CPSL Mind, the Prince's Trust, and You Are RAD.

This all ties into our team-up with the #PlayApartTogether global games initiative to support physical distancing messaging in the fight against the spread of COVID-19.
Afbeelding
WHAT IS THE DMM TOURNAMENT?

Vanquish your foes and fight for survival in Old School RuneScape's most perilous game variant. All DMM worlds are dangerous, there's unique content changes, and nobody is safe! Begin your DMM journey as a fresh noob and, with accelerated XP rates and more item drops, create a monstrous account for PKing!
Afbeelding
WHEN IS IT AND HOW CAN I TAKE PART?

The DMM worlds are now open! Anybody with membership can log in and play on the DMM worlds! The Tournament will end on Saturday May 30th, following the beginning of the Permadeath stage which begins at 19:00 BST (14:00 ET / 11:00 PT).

Join us for our livestream of the Permadeath stage at the end of the DMM event on Twitch at 19:00 BST on Saturday May 30th!
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WHAT ARE THE PRIZES?

In addition to the hefty 25,000 we're giving to our incredible mental health charity partners, there's also cash and amazing hardware prizes to be won!
  • 1st Place: $1,000 USD, The Razer Ultimate Bundle (Basilisk Ultimate +Huntsman Elite + Firefly V2 + Nari Ultimate), Intel i9-9900k CPU, Intel SSD, Intel Swag Bag and 1 Year Old School RuneScape Membership.
  • Runner Up (2nd Place): $500 USD, Razer BlackWidow Elite, Intel SSD, Intel Swag Bag and 1 Year Old School RuneScape Membership.
  • Semi Finalist (3rd & 4th Place): $250 USD, Razer Kraken Ultimate and Base Station Chroma OR Viper Ultimate and Gigantus Team Razer, and 1 Year Old School RuneScape Membership
  • 5th - 16th Place: 1 Year Old School RuneScape Membership
We'd like to thank our friends at Intel and Razer for supporting the tournament by providing these prizes!
Afbeelding
HOW DOES IT WORK?

Tournament structure:
  • Any player with membership will be able to log in to the DMM worlds between Friday May 1st (13:00 BST / 08:00 ET / 05:00 PT) - Thursday May 28th (11:30 BST / 18:30 ET / 15:30 PT).
  • On Thursday May 28th (11:30 BST / 18:30 ET / 15:30 PT) we're going to close the DMM worlds. The top 2000 accounts, as per the DMM HiScores, will be flagged to access DMM world 400.
  • DMM world 400 will re-open at 12:00 BST (07:00 ET / 04:00 PT) on Saturday May 30th. The 2000 flagged accounts will be the only accounts able to access this world.
  • The Permadeath stage will begin at 19:00 BST (14:00 ET / 11:00 PT) on Saturday May 30th. If you die after this time you won't be able to log in again. Dangerous fog will begin to envelop the world, and players will be forced to one of two 'final' areas in-game (Falador or Annakarl) to fight for survival.
  • The last surviving 128 from each of the two (256 players in total) 'final'areas will be teleported to an arena system. Within this arena system the players will be paired with other players to fight against in a series of 1v1 fights until just one single player remains to be crowned champion.
  • The arena brackets will be as follows : Round of 256 > Round of 128 > Round of 64 > Round of 32 > Round of 16 > Quarter Final Round of 8 > Semi Final Round of 4 > Final.
Notable DMM content differences:

DMM is extremely different to the Old School RuneScape that you know. Make sure to expand each section for a list of the some of the things you need to know!

DANGER.

Most of the Old School map is a dangerous area, where other players can attack and kill you.
  • There are several guarded areas which are protected by guards (level 1337).
  • Guards in these areas will attack dangerous skulled players until they're killed.
PROTECT YOURSELF.

Other players will be out to get you, but it's not all bad. We give you these tools to protect yourself with:
  • When you first login to a DMM word you'll have 30 minutes of protection time, during which you're not able to be attacked. During this time any XP gained will be double what it otherwise would be.
  • You can protect two Combat skills and three non-Combat skills. You won't lose any XP in protected skills if you die (unless you die in a guarded area with a PK skull - see the next section). You can do this by opening the items lost on death interface from the equipment tab.
  • You can insure your Hitpoints level by talking to Gelin in Lumbridge. Your Hitpoints level will never fall below the level of the respective insurance fee you've paid (level 25, level 50, or level 75).
  • You can find safe deposit boxes in banks with Financial Wizards. Within these boxes you can protect 10 items (individual items, not stacks of items). Items protected within this box will never be lost on death.
DYING.

A death in DMM can be seriously punishing. You can lose items and you can even lose XP!
  • If you're killed by another player...
    • you'll lose the 10 most valuable stacks of items from your bank, along with all equipped items and items within your inventory. The player who killed you will gain access to these items in the form of a bank key.
    • whilst you have a PK skull, you'll lose XP. The exact amount is based on the combat level of the player that kills you.
    • but you don't have a PK skull, then you won't lose any XP.
  • If you're killed by an NPC...
    • while you have a PK skull, you'll lose the 10 most valuable stacks of items from your bank, along with all equipped items and items within your inventory.
    • while you have a PK skull, you'll 50% of XP in any unprotected skills.
    • but you don't have a PK skull, then it's just like any death in Old School RuneScape. You won't lose any XP, and the only items you'll keep are the three most valuable that are equipped or in your inventory.
  • If you're killed within a guarded area whilst you have a PK skull, you'll lose 10% of your XP in skills that you've protected.
  • Dying with, or dropping, a stack of Chinchompas will cause it to appear on the ground, visible to all players.
MASSIVE XP RATES.

Gaining XP in Old School is greatly accelerated, and rates differ based on where you are in the game world.
  • You'll gain XP in safe areas at a rate of 10x for both combat and non-combat skills.
  • You'll gain XP in dangerous areas at a rate of 10x for non-combat skills and 15x for combat skills.
  • Regaining XP that you lost by dying will be at a further-increased rate of 50x.
KILLING OTHER PLAYERS.

Wreaking havoc by killing your fellow players is a great way to ensure a competitive advantage!
  • You'll get a special key when you kill another player. With this key you can raid the bank (specifically the 10 most valuable stacks of items) of the player you killed. You can do this by using the keys on special chests found within some banks.
  • You can carry up to five of these keys at any one time!
  • Carrying any of these keys will result in a special skull icon appearing above your character which indicates how many keys you have.
  • You'll get a PK skull when you attack any other player. It lasts for 15 minutes.
  • If you're already skulled and you attack another player, the timer will be extended by two minutes up to the regular 15 minute timer.
  • There is a skull penalty for all players attacking a skulled player. The skull penalty will last for five minutes. If you previously had a skull with less than five minutes remaining it will revert to five minutes. If you previously had a skull with longer than five minutes remaining it will remain unchanged.
  • There is a one minute grace period for reasonable kills. This is a temporary status of immunity from the attacks of other players. A reasonable kill can be defined as killing a player within 30 combat levels of yourself. If killing a combat level higher than yourself you will always receive this grace period of immunity (e.g. a level 90 killing a level 126 will receive the grace period). If you die or attack another player within this minute then you will lose the remaining grace period. The grace period will be lost upon logging out.
LOTS MORE LOOT.

Killing NPCs in DMM can be far more lucrative than in normal Old School RuneScape!
  • Unique items from the Chambers of Xeric will be four times more common than usual. Though the Dinh's Bulwark has been removed from the loot table.
  • Supply chests will spawn during the Permadeath stage. Within these chests will be: Karil's Top and Ahrim's Top or Karil's Skirt and Ahrim's Skirt or Seers Ring (i) and Archers Ring (i) or Amulet of Fury and Infernal Cape or a charged Dragonfire Shield or Verac's Skirt and Abyssal Whip.
  • Revenants will drop double loot between Friday May 1st 13:00 UTC - 23:59 UTC Sunday May 3rd. The Revenants-specific loot table consists only of Ether, bracelets, Craw's Bow, Vigorra's Chainmace, Thamarron's Sceptre, the Amulet of Avarice and Ancient Crystals - no other loot. However they do have access to other loot tables (like the DMM loot table and the Wilderness loot table, both described below.
  • Barrows will drop double loot between Friday May 8th 00:00 UTC - 23:59 UTC Sunday May 10th.
  • God Wars bosses will drop double loot between Friday May 15th 00:00 UTC - 23:59 UTC Sunday May 17th.
  • Wilderness bosses will drop double loot between Friday May 22nd 00:00 UTC - 23:59 UTC Sunday May 24th.
  • Killing any NPC will give you a chance at landing on a special DMM loot table that contains highly sought-after supplies like potions, food, herblore supplies, and runes. The chance is determined by the combat level of the NPC. Bosses have an increased chance of hitting this table and Superior Slayer Creatures have a guaranteed chance.
  • Killing NPCs in the Wilderness will give you a chance at landing on a special Wilderness DMM loot table which contains powerful equipment: Morrigan's Throwing Axe, Morrigan's Javelin, Zuriel's Staff, Statius's Warhammer, Vesta's Longsword, and Vesta's Spear. The chance is determined by the combat level of the NPC.
  • Tier 1 emblems can be dropped by NPCs killed for Wilderness Slayer tasks. Emblems are not tradeable, however they will drop on death.
  • Tier 5 emblems can be dropped by NPCs of a combat level equal to or greater than 100. however they will drop on death.
  • In addition to the normal loot offered by killing them, Callisto, Venenatis, Vet'ion and the Chaos Elemental also have a 1-in 3-chance of dropping a single 4-dose Saradomin brew.
  • In addition to the normal loot offered by killing them, Scorpia, Crazy Archaeologist and the Chaos Fanatic also have a 1-in-5 chance of dropping a single 4-dose Saradomin brew.
  • Some item drops more frequently: Abyssal Whip, Leaf-Bladed Battleaxe, Dragon Plateskirt, Dragon Platelegs, Dragon Defender, Dragon Limbs, Draconic Visage, Imbued Heart, all Malediction Shards, all Odium Shards, all Godsword Blades, all unique Godsword Hilts, Zamorak Spear, Staff of the Dead, Armadyl Helmet, Armadyl Chestplate, Armadyl Chainskirt, Armadyl Crossbow, Saradomin Sword, Saradomin Light, Bandos Chestplate, Bandos Tassets, and Bandos Boots.
  • In Barrows there is also a chance to obtain potions and potion ingredients. For potions, there is a 1-in-2 chance of gaining a stack of 3 (4)-dose potions when you roll on the Barrows Armour table. You will receive either Saradomin Brews, Super Restores, Ranging Potions or Super Combat Potions. There is a small chance of obtaining potion ingredients on the normal Barrows table. Note: due to limitations of the Barrows interface, it's possible that any items gained may instead appear in your inventory or on the floor. It is possible to receive the following: Crushed Nests, Red Spiders' Eggs, Wine of Zamorak, Limpwurt Roots, White Berries or Grimy Torstol.
  • Dragons drop double the amount of bones.
  • All random unnoted herb drops from NPCs are now doubled.
  • The Giant Mole will now drop double the amount of Claws and Hides.
  • The Tome of Fire droprate has been increased by x10 and Burnt Page drops will have double the number of pages.
OTHER CHANGES.

There are a lot of other changes in DMM, most of which are designed to quicken your progress!
  • The 'old' Bounty hunter shop, included in previous Deadman events, which contains a variety of potions (and includes the Ornate maul handle used to upgrade the Granite maul).
  • The following quests will be auto-completed when you first login to a DMM world: Cook's Assistant, Priest in Peril, Ernest the Chicken, Restless Ghost, Animal Magnetism, The Grand Tree, Tree Gnome Village, Monkey Madness, Dragon Slayer, Goblin Diplomacy, Rune Mysteries, Lost Tribe, Death Plateau, Shield of Arrav, Lost City, Merlin's Crystal, Druidic Ritual (and 3 Herblore), Heroes' Quest, Recipe for Disaster Part I.
  • It's possible to purchase items from the Recipe for Disaster reward chest without completing the sub-quests which are usually required. Anybody can buy any tier of gloves on login, as well as anything else from the "buy-items" option on the chest, but will only have access to the "buy-food" selection with one stock of everything.
  • All Zeah House favour is set to 100%. The Architectural Alliance miniquest is also completed, meaning favour is locked.
  • Tuna, Lobster, Swordfish, Shark, Karambwan, Dark crab, and Anglerfish fishing spots will yield 3x the amount of fish resources.
  • Every player will have the Bigger and Badder Slayer perk unlocked from the very start.
  • Starter packs will be available, each reclaimable once per day. They cannot be used in PvP. They are not tradeable, except where specified.
  • All rune and arrow shops restock at a much faster rate. Fletching & Crafting supply stores will also restock at a faster rate. Lower tier equipment will restock faster than higher tier equipment, for example: an air rune will restock faster than a death rune.
  • Pyramid tops, found atop the Agility Pyramid, will turn to cash upon death.
  • The number of steps needed to complete Clue Scrolls has been reduced to the following: Beginner - 1 step, Easy - 1-2 steps, Medium - 1-3 steps, Hard - 2-3 steps, Elite - 2-4 steps, and Master - 3-4 steps.
RESTRICTED CONTENT.

In DMM we've made the decision to restrict some pieces of content in order to improve your playing experience.
  • Zulrah, the Wilderness Prayer Altar, and Lava Dragons are inaccessible.
  • Duel Arena, Castle Wars, Trouble Brewing, Fight Pits, Rat Pits, Pest Control and Last Man Standing are all inaccessible.
  • The nature rune chest in East Ardougne is inaccessible.
  • Count Check will not be able to teleport players to the Stronghold of Security.
  • Verac's flail will not be given as a reward from Barrow's chests.
  • It isn't possible to create Zenyte rings (or enchanted variants).
  • The Dinh's Bulwark has been removed from the Chambers of Xeric loot table.
CHANGES SINCE LAST SEASONAL.
  • The structure has changed significantly. We've decided to stop the prolonged qualifying period and dedicated finals week, and we've essentially just combined them. The biggest benefit is that account progress from the qualifying stage is directly carried into the final.
  • There will be no XP cap. We introduced it an attempt to ensure parity and hoped that new players who were put off by the hardcore nature of the game mode would give it a try and stay for longer. If we're being honest, it didn't work. We'd like to see how it'll work without an XP cap and with the combined structure.
  • The Chambers of Xeric and the Theatre of Blood will not be restricted. Again, if we're being honest we're curious to see how it might affect the DMM metagame, if at all.
  • We aren't going to be enforcing rules against swapping or muling. In the past the rules were rather vague and were often prone to misinterpretation. Some players argued that swapping was a way of evening the playing field when playing against clans or popular players, like content creators, who would be given resources and equipment. We'll see how this change affects gameplay for future reference.
  • The Crystal shield will not be restricted.
Afbeelding
WHAT ARE THE RULES?
  • Participants agree to everything outlined in our T&Cs.
  • Boxing, engaging in combat with an allied player for the purpose of avoiding legitimate gameplay, will result in disqualification. Report boxing via the tipoff@jagex.com mailbox, include as much proof as you're able.
  • All normal RuneScape rules apply. We'll be rigorously enforcing the account sharing rule by banning and disqualifying players who account share.


Afbeelding
That's it! We're incredibly excited to open up the DMM worlds and see the destruction that ensues!
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Lid geworden op: woensdag 5 december 2007, 17:55

Poll 71 Game Improvements Blog

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Poll 71 Game Improvements Blog

Originele tekst

Old School RuneScape's 71st Game Improvement poll is here! This time, the focus is on PvM. Have a read through the questions, and give us your feedback!
Afbeelding
Old School RuneScape Content Poll #71
Afbeelding
It's time for another game improvement blog! This time we're here with the proposed questions we'll be putting forward for our 71st Game Improvement poll. We plan to poll these questions pending your feedback.

The Gauntlet
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In Poll #70 we made some small changes to The Gauntlet, but we feel that the minigame could be improved even further.

We'd like to remove some of the frustration of finding resources in the early game by reducing the amount of randomisation in the first few rooms and spawning demi bosses in set locations. Poll Question #1
Should the inner square of rooms in The Gauntlet be predetermined to always contain the same basic resources?Poll Question #2
Should demi bosses be spawned in set positions on the outer edge of The Gauntlet to make them easier to find?
Afbeelding
We'd also like to offer a bit of rebalancing for the Crystal Staff, which we think could use a small buff.

Poll Question #3
Should we buff the max hit of the Crystal Staff in the Gauntlet to be equivalent to the Crystal bow and Halberd?
Afbeelding
There's also the matter of armour crafting. Currently, a Tier 1 piece of armour requires one of each resource. There are three pieces in the set, so you need nine resources in total just to craft the most basic armour. To upgrade that armour to Tier 2, you need a further 18 resources, and for Tier 3 you need another 27. That means that a fully upgraded set of Gauntlet armour will cost 54 resources in total, which adds up to a lot of time spent doing busywork when you could be challenging the Hunllef.

Our proposal is to cut down the number of resources needed to upgrade armour, so that the cost is frontloaded to the beginning phase of the minigame. Under the new system, legs and helm would each cost one resource of each type to upgrade to Tier 2, and two resources of each type to upgrade to Tier 3. The body piece would cost two resources of each type to upgrade to both Tier 2 and 3.

This reduces the cost to just 39 total resources.
Afbeelding
Current Gauntlet Resource Table. Click the image to expand it.
Afbeelding
Proposed Gauntlet Resource Table. Click the image to expand it.
Poll Question #4
Should we reduce the number of resources required for upgrading your armour in The Gauntlet as described in the blog?
Afbeelding
Next up, we'd like to offer two more convenient ways to use vials and potions in The Gauntlet. Firstly, we'd like to enable the barbarian smashing technique, which will automatically destroy vials after the potion in them has been drunk. To get this to work in The Gauntlet you'd still need to learn the ability from Alfred Grimhand's Bar Crawl and enable the setting by talking to the guard outside the Barbarian Agility Course.

Poll Question #5
Should we allow automatic vial smashing in The Gauntlet? This will only apply if you have unlocked the ability to smash vials after drinking potions and have the option toggled on.
Afbeelding
Secondly, we're aware that you can achieve one-tick vial filling and food cooking while in The Gauntlet by spam-clicking. Since it's easily achievable anyway, we'd like to save some wrists and make that speed the default. Please be aware that this would only apply within The Gauntlet.

Poll Question #6
Should the time taken to cook food and fill vials while in The Gauntlet be reduced to just one tick?
Afbeelding
Next, we move on to the Crystalline Hunllef. Right now, the Crystalline Hunllef fights in a very predictable pattern of four ranged attacks followed by four magic attacks. We are not planning to change this, but we'd like to propose a better way to intuit the next attack than simply counting.

Poll Question #7
Should we play an animation and a sound effect just before the Crystalline Hunllef changes attack style? If this question passes we would also make the Ranged and Magic attacks easier to see.
Poll Question #8
Should the Crystalline Hunllef's damage be done on hit rather than on cast? This is to allow people to change prayers upon seeing the attack type.

Grotesque Guardians
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We have seen a lot of player feedback that Grotesque Guardians are not rewarding enough, take too long to kill, and are often skipped. In response, we'd like to propose the following improvements:

Poll Question #9
Should we remove the lighting transition when Dawn flies away during the Grotesque Guardians fight? This will allow Dusk to become attackable as soon as Dawn flies away. The transition will remain for the part where she flies back.
Poll Question #10
Should we make the Grotesque Guardians reach their places faster during the transition so that they can be attacked sooner?
Poll Question #11
Should we reduce the leftover lightning phase transition time in the Grotesque Guardians fight?
Poll Question #12
Should we allow reduced damage to pass through when the phase changes during the Grotesque Guardians fight?
Afbeelding
Lastly, we'd like to make the granite dust obtained from the Grotesque Guardians tradeable. This will make the material much more readily available, which could in turn increase the number of granite cannonballs in the game.

Poll Question #13
Should we make granite dust tradeable?

Chambers of Xeric
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We'd like to revisit the Vanguard Room from Chambers of Xeric, which we understand is a particular pain point for some players.

For one thing, the melee vanguard is hard to hit with Magic, which doesn't match up with the established combat triangle.

Poll Question #14
Should we remove the magic defence and increase the melee defence on the melee vanguard?
Afbeelding
Secondly, the vanguards' fight reset mechanic, where their hitpoints must stay within 33% of the other vanguards' health at all times, can be frustrating for small parties. This is largely because 33% of a vanguard's total health is actually within the range of a max hit for a solo player - which means that one lucky (or rather, unlucky) hit could force them to restart the room. Alternatively, they can waste inventory slots and time trying to fight the bosses with lower-tier gear.

We think this problem can be resolved by simply giving the vanguards more hitpoints and making them easier to hit, so that a max hit is once again the lucky break it should be. We do not anticipate that this would make the room any less challenging - just less annoying.

Poll Question #15
Should we reduce vanguards' defence and augment their hitpoints while otherwise maintaining the room's difficulty?
Afbeelding
Another issue with the 33% limit is that it's not actually displayed anywhere during the fight, which can add an unwanted element of randomness. Here's how we plan to address that:

Poll Question #16
Should we add a visual cue to each vanguard that will indicate when their health is too high or low and the fight is at risk of resetting? There will be different appearances for when the vanguard is too healthy or too hurt.
Poll Question #17
Should we add a HUD to vanguards, and to all Chambers of Xeric bosses? This should allow us to display the health bracket at which vanguards will reset.
Afbeelding
There are other ways in which we can make the Vanguard Room less of a hassle for smaller groups, including upping the reset mechanic boundaries to 40% of each vanguard's total health and reducing the vanguards' aggro range for better targeting.

Poll Question #18
If Question #16 or #17 passes, should we increase the size of the bracket of the vanguards' reset mechanic for raids with less than five players?
Poll Question #19
Should we reduce the vanguards' aggro range to make it less likely to be attacked by multiple vanguards when standing in the corners of the room?
Afbeelding
Last but not least, we'd like to guarantee that at least one of the vanguards will drop an Overload potion when slain. The remaining vanguards will still have a 1/3 chance to drop the potion.

Poll Question #20
Should we guarantee at least one Overload potion drop from vanguards?
Afbeelding
Alright, enough about vanguards for now. Let's move on to some other changes we'd like to make to the Chambers of Xeric.

Poll Question #21
Should the chance of getting grubs from chests in the Chambers of Xeric be based on Thieving levels?
Afbeelding
Assuming question #21 passes, the way we implement it will be the most popular (highest yes vote percentage) of the following two options:

Poll Question #22
Should Thieving level increase the chance of getting multiple grubs from a chest?

Or:

Poll Question #23
Should Thieving level increase the overall chance of finding a grub in a chest?
Afbeelding
There's another quality of life improvement coming up next. Currently, potion drops appear under raid supplies and bones in the Chambers of Xeric, which can make them easy to miss. We'd like to change that.

Poll Question #24
Should potion drops appear on top of raid supplies and bones in the Chambers of Xeric?
Afbeelding
Next up: currently, there are three storage units available in the Chambers of Xeric. We'd like to add a fourth, available to build at 99 Construction, which will hold even more supplies.
Afbeelding
Poll Question #25
Should we allow construction of an extra-large storage unit within the Chambers of Xeric which will hold up to 1,500 supplies? Building the unit will require 99 Construction and an additional two planks.
AfbeeldingAfbeelding
Next up, we'd like to offer a few cosmetic changes:

Poll Question #26
Should Vespula's flying form be added to the Olmlet metamorphosis list?
Poll Question #27
Should Tekton's enraged form be added to the Olmlet metamorphosis list?
Afbeelding
Poll Question #28
Should the Twisted Ornament Kit be added to the Chambers of Xeric (Challenge Mode) loot table? Using the kit with Ancestral Robes will recolour them to the Twisted theme, as displayed in the Twisted League reward blog.

Last, but by no means least, we'd like to add a new 'best time' feature to the Chambers of Xeric.

Poll Question #29
Should we display your best time in solo and groups after completing the Chambers of Xeric?

Miscellaneous
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Poll Question #30
Should we implement superior versions of turoths, wyrms, hydras and drakes?
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Isn't it a bit weird that Lumbridge has a furnace but no anvil? To get started with Smithing, new players have to walk all the way up to Varrock, dodging the aggressive wizards on the way, to find an anvil. We propose the addition of a beginner's anvil, which can only smith bronze items, to the forge in Lumbridge. This will allow new players to properly equip themselves before exploring the wider world.

Poll Question #31
Should we add an anvil next to the furnace in Lumbridge? This would only allow players to smith bronze items.
Afbeelding
Currently, there's not enough space on the Equipment window to display set effects, such as those offered by the Inquisitor armour or Graceful. To work around this without disrupting the classic interface, we'd like to add a panel that is hidden unless opened. This panel will display the equipment's stats and list any active set effects. You can equip or unequip items while this panel is open, and it'll update accordingly.

Poll Question #32
Should we add a new retractable panel on the Equipment window which lists stats and set effects for the equipment you're wearing?
Afbeelding
In the last two polls, we've introduced recolours for skilling pets. This time, our attention turns to everyone's favourite raccoon - Rocky, the Thieving pet!

If this question passes, you'll be able to feed Rocky berries to change its species. Redberries will transform it into a red panda, poison ivy berries will turn it into a tanuki, and white berries will return it to its original state.

Poll Question #33
Should we allow players to recolour the Rocky pet by feeding it berries?
Afbeelding
Our next proposal is a quality of life change that will make it easier to see at a glance which herb you have planted.

Poll Question #34
Should herb farming patches be changed to be the same colour as the planted herb?
Afbeelding
This next question is one for all the fashionscapers out there! At the end of Rag and Bone Man II, you're given the option to choose between two rewards: the Bonesack (an almost completely cosmetic item) and the Ram Skull Helm, which requires 30 Defence to wear and provides stats equal to an adamant full helm. We think it's unfair to expect players to choose between the two items and would like to offer the opportunity to have both for the first time.

Poll Question #35
Should we allow players to own both potential rewards of the Rag and Bone Man quest, the Bonesack and Ram Skull Helm, at the same time?
Afbeelding
We've heard a lot of requests to combine the Max Cape with other capes to create new combat bonuses. We'd like to test this by allowing you to combine the Mythical Cape with the Max Cape to create the Mythical Max Cape.

Poll Question #36
Should we add the option to create a Mythical Max Cape by combining the Mythical Cape and the Max Cape? This would become a best in slot item for the crush attack style.
Afbeelding
There's another player suggestion up next, this time from reddit user /u/rururupert.

If this question passes, you could unlock new transmogs for your Monkey backpack at 100, 250, 500, 1,000, 1,500, and 2,000 laps of the Ape Atoll Agility course. You would be able to choose your Monkey's appearance from a right-click menu.

Poll Question #37
Should we allow players to unlock new kinds of Monkey backpack by completing laps of the Ape Atoll Agility course as described in the blog?
Afbeelding
We'd like to offer new ways to obtain soft clay packs and bags full of gems. At the moment, these items are only available from Prospector Percy's Nugget Shop in the Motherlode Mine. We'd like to make them available in the Mining Guild Mineral Exchange for a comparable price.

Poll Question #38
Should it be possible to buy a soft clay pack from the Mining Guild Mineral Exchange for 10 unidentified minerals? This item would work the same way as the soft clay pack from Prospector Percy's Nugget Shop.
Poll Question #39
Should it be possible to buy a bag full of gems from the Mining Guild Mineral Exchange for 20 unidentified minerals? This item would work the same way as the bag full of gems from Prospector Percy's Nugget Shop.
Afbeelding
Finally, we'd like to offer a quality of life update for the Player-Owned House. Currently, to upgrade a chest, wardrobe, or rack in the costume room it must first be emptied of clothes, which is a time-consuming process. We'd like to make these items upgradeable in a similar manner to the tool storage in the workshop.

Unfortunately, due to the way we've set this up, if you don't already have the highest tier of furniture in your costume room you would have to build the lowest level first and work your way up.

Poll Question #40
Should the furniture in the PoH costume room be upgradable so that players do not have to empty a wardrobe, rack or chest to replace it by a better one?
Afbeelding
Since Krystilia's Slayer Task list expansion, there have been some concerns that the population of black knights and bloodvelds are too low for Wilderness Slayer.

Poll Question #41
Should we increase the number of black knights and bloodvelds in the Wilderness?

That's all, folks!


Afbeelding
Discuss this poll blog on our official forums, the community-led 2007Scape Reddit, or the community-led OSRS Discord in the #oldschool channel. For reference on the above content, check out the official Wiki.

Mods Acorn, Arcane, Archie, Ash, Banjo, Boko, Bonsai, Bruno, Curse, Deagle, Ed, Errol, Fed, Flippy, Gee, Halo,Husky, John C, Kieren, Lenny, Lottie, Maylea, MikeD, Nasty, Oasis, Roq, Ry, Steve W, Sween, Tide, Vegard, Weath & West
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Lid geworden op: woensdag 5 december 2007, 17:55

Darkmeyer Release Date: June 4th

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Darkmeyer Release Date: June 4th

Originele tekst

A darkness has fallen over Morytania. The Myreque freedom fighters have achieved their first major victory over the vampyres with the death of Ranis Drakan. However, their newly found hope is unlikely to last. After many years of absence, Lord Lowerniel Drakan, the vampyre overlord of Morytania, has finally emerged from his castle. He has but one goal. To avenge his brother and eradicate the Myreque once and for all.
Afbeelding
SINS OF THE FATHER

Sins of the Father is the fifth instalment in the Myreque storyline. In this quest, you will need to help the Myreque investigate some strange goings on in Morytania whilst also preparing for return of Lord Lowerniel Drakan himself.

Spoiler warning! Click here to see requirements for Sins of the Father
Quest Requirements
  • A Taste of Hope
  • Vampire Slayer
Skill Requirements
  • 62 Woodcutting
  • 60 Fletching
  • 56 Crafting
  • 52 Agility
  • 50 Attack
  • 50 Slayer
  • 49 Magic
Spoiler warning! Click here to see rewards for Sins of the Father
Quest Rewards
  • 2 Quest Points
  • Access to Darkmeyer
  • Improved Ivandis Flail
  • New Drakan's Medallion teleports
  • Tome of Experience (3 x 15,000 XP)
Afbeelding
DARKMEYER AND THE HALLOWED SEPULCHRE

Capital of the vampyres and home of Castle Drakan, Darkmeyer has stood for centuries as an imposing and impenetrable blight on Morytania. Within its dark stone walls you will find a multitude of new shops, amenities and skilling methods.

Before the vampyres came to Morytania, the region was known as Hallowvale and was ruled over by the Icyene queen, Efaritay Hallow. She ruled the region from the capital city in the south east, a city that following the vampire takeover became the two cities of Darkmeyer and Meiyerditch. With the exception of the royal family, who had their own private graveyard, most citizens of Hallowvale were buried in a great crypt known as the Hallowed Sepulchre. To protect the sepulchre from grave robbers, it was built with various traps and other defence mechanisms. However, that hasn't stopped someone from trying to raid it. A group of unknown individuals are particularly interested in recovering any of Hallowvale's old currency, Hallowed Marks, from the sepulchre. To help them with this, they are willing to reward anyone who obtains some of these Hallowed Marks for them.
Afbeelding
CONTENT HUB

This blog is going to act as a hub for all essential Darkmeyer information up to the release period!

Blogs:
Competitions:

We'll be announcing two creative competitions very soon!

Videos:
Afbeelding
We're incredibly proud of the content we've created, and we can't wait for you to get your hands on the quest and enter the city of Darkmeyer!

Mods Acorn, Arcane, Archie, Ash, Banjo, Boko, Bonsai, Bruno, Curse, Deagle, Ed, Errol, Fed, Flippy, Gee, Halo, Husky, John C, Kieren, Lenny, Lottie, Maylea, MikeD, Nasty, Oasis, Roq, Ry, Steve W, Sween, Tide, Vegard, Weath & West

The Old School Team
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Lid geworden op: woensdag 5 december 2007, 17:55

Jagex Charitable Giving Update - 75,000 Donated So Far!

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Jagex Charitable Giving Update - 75,000 Donated So Far!

Originele tekst

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Jagex Charitable Giving Update - 75,000 Donated So Far!
We thought you might like an update on how our #PlayApartTogether charity initiatives are going. The answer is: they're going great!

In Old School RuneScape, we donated 1 for every level gained by players collectively between May 1st and May 4th along with a flat 25,000 from the DMM Tournament to come later this month. This adds up to an incredible 25,557! Along with the money from RuneScape's initiatives, we raised 60,007, which we'll be boosting to 69,000. Good job, everyone!

But that's not all. We said we'd donate a total of 100,000 by early June - but there are hundreds of people who our donation could be helping right now. With that in mind, we've decided to donate what we've raised so far a little bit early. With the 6,000 from the Old School 1v1 Tournament, we'll be donating a total of 75,000 to our three partner charities immediately.

We're also planning to donate all the proceeds from RuneScape's Mental Health Awareness Week event alongside the 25,000 we pledged at the end of DMM Tournament. Remember, the tournament worlds are open until May 30th. There's everything to play for - and who knows, you might just run into your favourite streamer on the battlefield.

We couldn't have done this without your support - so give yourselves a big pat on the back! You've shown our charity partners - CPSL Mind, Rise Against the Disorder, and The Prince's Trust - just how much the Old School community cares.

If you'd like to know more about how these donations will help people all over the world, why not pop into one of the AMA sessions we've organised on Reddit? You'll get the chance to quiz representatives from two of our charity partners, and pick up on some top tips to help make these days in lockdown a little brighter.

Here are the dates for the AMA sessions:

May 14th, 18:00-20:00 BST: CPSL Mind
May 28th, 18:00-20:00 BST: The Prince's Trust

We hope to see you there!

The Old School Team
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In-Game JMod Events

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In-Game JMod Events

Originele tekst


In-Game J-Mod Events!
Afbeelding


Lockdown getting you down? Never fear! Our J-Mods have organised a programme of in-game events to keep you entertained in isolation. From conga lines to boss masses, we've got a little something for everyone. So let's have a look at the lineup!

May 12th, 13:30 - 14:00 BST: Gielinor's Longest Conga Line

We're going for the record, folks! Follow the J-Mods (or, you know, whoever's in front of you) on a whirlwind tour of Gielinor. Keep your eyes open on the day for an in-game message revealing the mystery start location, and then race to be the first in line! Come on, let's do the conga!

May 15th, 11:30 - 12:00 BST: Cabbage Bombing

For too long, the world of Old School RuneScape has been coddled, protected from its cruciferous overlords... but no longer! Join your favourite J-Mods as they appease Brassica Prime in the traditional manner - by dumping as many cabbages as they can onto the ground. I'd hate to be the guy who has to clean this up...

May 19th, 18:00 - 19:00 BST: Corporeal Beast Boss Mass

Rally behind the J-Mods and take down one of Old School's toughest beasties together! Who knows, you might even get yourself a Elysian Sigil.

May 26th, 18:00 - 19:00 BST: God Wars Dungeon Boss Mass

Ah, God Wars Dungeon. Who doesn't remember their first ever Godsword drop? Well, now you can relive all those beautiful memories in the company of the J-Mods! Show your unity against Kree'arra, K'ril Tsutsaroth, Commander Zilyana and General Graardor, and maybe you'll walk away with a fancy drop or two.

As usual, you'll need ecumenical keys to enter the boss rooms - so save them for the event or turn up early and start slaying followers!

Don't forget, to enter the God Wars Dungeon you'll need to have 60 Strength or 60 Agility, and you'll also have to have partially completed the Troll Stronghold quest. Don't forget to bring your rope and climbing boots!

June 2nd and June 5th, 11:00 - 11:30 BST: Pest Control Mass

Those pesky spinners aren't going to know what's hit them in this no-holds barred beatdown featuring all your favourite J-Mods! Just don't forget the all-important rule: last one out shuts the gates!


Afbeelding


All events will take place on World 310. We'll see you there!


Afbeelding


You can discuss this on our official forums, the community-led 2007Scape Reddit, or the community-led OSRS Discord in the #old-school channel.

Mods Acorn, Arcane, Archie, Ash, Banjo, Boko, Bonsai, Bruno, Curse, Deagle, Ed, Errol, Fed, Flippy, Gee, Halo,Husky, John C, Kieren, Lenny, Lottie, Maylea, MikeD, Nasty, Oasis, Roq, Ry, Steve W, Sween, Tide, Vegard, Weath & West
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Lid geworden op: woensdag 5 december 2007, 17:55

Gielinor Gazette: May 2020

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Gielinor Gazette: May 2020

Originele tekst

Afbeelding
Welcome to the May edition of the Gielinor Gazette! This month we'll be updating you on everything the team's been working on, (re)introducing you to the Old School team, shining some light on the Leagues design process and... talking a bit about death.
Afbeelding
Project Update

  • Darkmeyer: Darkmeyer arrives on Thursday June 4th with the Sins of the Father quest! Learn all about the next chapter in the Myreque series here.

  • HiScore Problems: We're aware that there have again been issues with HiScores recently, particularly during peak times. We believe this is related to high player numbers, and are looking into whether anything can be done.

  • Leagues: With Darkmeyer entering its final two weeks of development, The Wardens team is beginning development of the next League. There are initially some new engine systems to integrate and test - there's more on this below!

  • Early Game Improvements: We're now at the point of being able to start feeding some of our tutorial changes into the game, so will be keeping a close eye on what effect these have on new players' experience. We're also getting to work on the next phase of the Adventure Paths system, alongside a few small changes to early game content - such as the bronze-only anvil offered in Poll 71 that allows players to learn Smithing in one place.

  • Clans: Exciting progress is being made on the clans project! Content development work has now begun with the start of our fourth development team, The Juggernauts! There's a ton of back and forth between engine and content development as they begin integrating the new system.

  • Group Ironman: A new group HiScores system is integral to the Group Ironman project to allow for the various 99/max races to take place at launch. Mod Boko did a technical investigation to determine the best approach for the Group HiScores and is looking to get going on that, alongside remaining Clans engine work. Group Ironman would ultimately follow the Clans launch.

  • A Kingdom Divided: Work on A Kingdom Divided isn't set to begin until later in the year, so there's no news right now. In case anyone needs a refresh, A Kingdom Divided is the next quest in the Kourend storyline. It will offer some new Arceuus spells as a reward.

  • PvM Achievements: With focus on other projects, little has been done on this recently. Achievements remains a high-level concept with the idea of introducing various boss tasks and challenges. We've talked about creating a new interface, or 'Boss Hub', to house these changes.

  • Account Security and Login Issues: Late last year we explained that we'd like to make significant changes to the account security features that we offer. Whilst these security features remain high on the list of studio priorities, our tech teams are still focused on delivering long-term solutions to the effects of the sustained malicious attacks which have a clear noticeable impact on your ability to play. It's of the utmost importance to fully resolve the situation.

  • PvP: In March's edition of the Gazette, we outlined a possible direction for PvP within Old School RuneScape. We're still refining what that looks like mid-term and long-term, but in the meantime we've been busy with the return (and ongoing monitoring) of Bounty Hunter, the 1v1 Tournament and the DMM tournament. We're busy with the design of a new Wilderness hub which will host Clan Wars and Last Man Standing, as well as a Bank and new centre of activity.

  • Death: We're hoping to deliver the Death update in mid-June. You can learn more about these changes and the reason for the delay below.
The Next League

The team was very happy with Twisted League's success and naturally we were excited to start working on a second League.

Player feedback told us that you wanted more Relics, an extended late game, and for tasks to feel fairer and more rewarding. These goals have shaped our key points of improvement for our next League. More Leagues are coming, and we remain very open to your feedback , so please keep on sending us your brilliant concepts and thoughts of what could make your experience better.

Thinking about what was next for Leagues, a lot of important questions needed answering, such as:
  • What exactly is a League? And what is it not?
  • What can it offer that is not normally offered in the main game?
  • What's the best part about Leagues, and how do we give you more of that?
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Leagues: Core design

The core part of Leagues is the combination of tasks, Relics and a unique rule-set.

In Twisted League the rule-set was inspired by the player-made Region-locked Ironman game mode. In our version this meant locking every player in Kourend and Kebos and then disabling teleports and other means of getting away. These rules created a bunch of new challenges for the player, forcing a move away from the established meta and encouraging creative thinking - it rewards adaptability. Players are forced to learn new ways of leveling their skills, to work with limited resources, and to re-think how their ideal end-game setup for gear and weapons would look like, plus how to acquire those items.

As the game-mode is temporary, the Relics are there to help you progress faster, as well as giving you new and different mechanics to play around with. Relics also bring a strategic choice, as you can choose between many combinations to personalize your experience.

Lastly, tasks gave players a purpose. As a system, tasks give us a way to guide new players through a League by presenting small challenges to complete, while also challenging experienced players with tough objectives that otherwise lack a sense of reward in the main game. Each task completed in Leagues gives a set of points based on the difficulty. These points act both as a way to measure performance and also as a currency for unlocking Relics. Some tasks in Twisted League were easy (such as reaching level 10 in woodcutting) while some tasks were so difficult that only a few players managed to complete them. Many tasks are closely tied to the theme of the League, such as the Chambers of Xeric tasks we saw in Twisted League, and players can expect the same in future Leagues.

One of the great things about Leagues is that it gives us the chance to try new concepts and ideas that would not normally fit into the main game. In Twisted League, for example, we gave you the option to unlock a Relic that would boost your attack speed with any weapon. While this is something we could obviously not implement to the main game, it was incredibly fun to play around with. The added bonus is it gives the developers a chance to see how new ideas pan out when put into players' hands. This does not necessarily mean you will see such things implemented to the main game, of course!
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What is the next League?

We've encouraged the team to think outside of the box to ensure the next League feels fresh and exciting, and is a completely new experience.

Our first step was to spend two full design days brainstorming new concepts. This was followed by further meetings to polish our designs and squeeze the best out of our ideas. This was harder than expected - there were contrasting opinions on what was and was not crucial, and how to make our crazy ideas fit into the League-formula. Ideally the rule-set, tasks and Relics should work in harmony with each other, but this is difficult when some concepts naturally tend to give space for amazing Relic design, but no room for interesting tasks, or vice versa. Should a concept be dependent on the Relics, or should tasks and Relics adapt to a good concept? There's no right and wrong answer, and these discussions remain ongoing!

Here's a look at some of the ideas we've toyed with throughout the process:

  1. Kingdoms and factions

    Many of our ideas revolved around letting players join competing regions or factions in Gielinor.

    One idea was for the West and East sides of Gielinor to face off. Players could either pick or be assigned to a side at the start of the League, and at specific times a portal would open in the center of the world allowing players to enter the other side. PvP would be enabled between the two regions, so you could attack any player entering your side of the world. This would mean players could acquire items, complete quests or kill monsters on the other side of the would but at the price of having to themselves survive. Another idea was to split the world into smaller regions that would collect resources for a huge PvP battle at the conclusion of the event. While we loved both ideas, we worry that it will be tough to ensure that a player's individual progress would remain interesting within the wider context. After all, personal goals are a big part of Old School RuneScape. However, we still believe in the core of the idea and hope to make it work in the future.

  2. PvP oriented Leagues

    The idea of a PvP-based League remains very appealing.

    One possibility is a League containing elements from a previous RuneScape game mode called DarkScape, which split the world into different regions using separate Banks. This means players only have access to items collected in that region unless transferred across borders in your inventory, which becomes difficult when PvP is enabled everywhere. Another concept, 'Escalation League', gives boosted XP rates in dangerous zones that increase the longer you stay. Of course, if a player dies in such a zone, all experience gained during the session is lost, but you can secure your gained experience and reset the XP-boost multiplier by entering a safe zone.

    Our design sessions ran into some problems designing non-abusable tasks. There was also the issue of ensuring things remained interesting for those less keen on PvP. DMM did a good job with this, as any player could still enjoy the increased experience rates and the thrill of surviving in a world with PvP enabled anywhere. This idea also throws up problems with Ironman, as a League with free trade and PvP presents new problems such as boosting for points, transferring items between accounts and more. However, we'd still love a future League along these lines - game modes like DMM could be even more interesting when you throw Relics into the mix!

  3. Seasonal League

    A Seasonal League's goal is to split Gielinor into four weather seasons that would rotate over the course of one or a few days, meaning each area would have different weather at different times of the day. These conditions could have various effects such as making the player's run energy drain slower in winter, or making farming crops grow faster in spring and yield more in summer. Plus, monsters could stay idle in winter and all become aggressive when it's warm. The general idea is to force players to pick the most optimal region/season at any point according to the goals of their account.
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  4. Scrambled League

    In Scrambled League, all of your skills are mixed around. Through either pre-made pattern allowing you to compete on HiScores, or potentially through a casual random mode, each one of your skills' XP rates would be bound to another skill. Suddenly, when cutting a maple tree you're getting Fishing experience! When pickpocketing a guard you're gaining Runecraft XP! This scrambled way of experience rates forces you to rethink the meta we are all used to, and to plan your journey carefully. If you want to catch end-game fishes, you are going to have to cut trees... but your Woodcutting level is not getting higher as you are cutting the trees, because you now train Woodcutting through combat. Confusing at first glance, but enjoyable once you get to grips with it. This core of the concept works, but we would like some more depth to it before proceeding.

  5. Gridlocked League

    This League would split Gielinor into small map squares. To give you an idea, one square equates to Lumbridge castle and the area in front of it. Each player starts out being restricted to one of these map squares and as you progress by gaining League Points or completing tasks, you can unlock any adjacent map square. This way, the player can unfold the world to their liking and progress in any direction they want. We were considering this concept as a second League, but there are technical blockers we need to tackle first, such as being able to remember and store any possible number of map squares a player can be allowed to enter, and displaying those boundaries clearly.
Hello ________ League!

However... we have now actually decided on a final concept for our second League! We have finished most of the design and work is beginning. This time, we have added an extra layer of strategic choice - it should make for many very interesting player journeys. We are excited to hear your ideas and theories of what it could be, and we cannot wait to once again play and explore the new League together with you!

The Death Update

It's been a while since we updated you on the proposed update to death mechanics. Development began in early March, though we've since paused work on the project. A major reason for that was the pandemic. As well as disrupted availability of some QA staff, we also chose to prioritise more engaging activities while players were locked down, such as the recent 1v1 Tournament and the ongoing DMM competition. Also, we don't think it'd be appropriate to release this kind of change to death mechanics during the DMM competition. A mid-June release is now more likely.

The full design is detailed in the blog, but here's a brief overview:

Graves

When you die, most items will move to your gravestone, which appears roughly where you died. If you died in an 'instanced' area, such as a private kraken room, the gravestone will be placed outside of it. Likewise, a gravestone would appear outside the four GWD boss rooms.

The gravestone is available on every equivalent world, so you don't have to remember which one you died on.
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It will remain in place for 15 minutes, counting down only while you're logged in. It also pauses if you become inactive, so that a player who's struggling with their connection won't be disadvantaged.

On arrival at your grave, you may be asked to pay a small fee, depending on the value of what it contains. Most items - especially newbie kit - don't accrue any fee at all. And there's a discount for Iron accounts.
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You'll be able to loot a grave from a few tiles away, which may help in a dangerous area. Combat won't force its interface to close either.

Dying again while you already have a grave active will generally send your items to the existing grave, though any food or potions in the grave will be dropped to the ground beneath it and remain there for a long time, so that you can still make supply caches.

After a grave expires

Once your grave expires, it sends its contents to Death's Office.
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You can take as long as you wish to visit Death's Office to retrieve items, but you can expect a somewhat higher fee (with another discount for Iron accounts). Entry to the Office is via suitably sepulchral scenery near each respawn point.

However, you don't have to pay for it all with cash. In the Office is Death's Coffer - items you sacrifice there will credit you with 105% of their GE value. This money can't be withdrawn as cash, though. as it's just used for paying gravestone fees.

Death won't accept cheap items in his Coffer either: each individual item has to be worth 10k coins, even if you've got a high quantity of them.

Reasons this may not apply

Firstly, none of this applies to Ultimate Iron accounts. While it may feel odd to exclude that mode while other players experience a change, due to their methods of holding items it would affect them disproportionately. We have no interest in changing that niche mode in such a way.

Aside from that, places with special death protection rules - such as the Theatre of Blood, Vorkath, the Volcanic Mine and (coming soon) the Hallowed Sepulchre - will be left alone. Their fixed fees and unlimited collection duration will still apply.

The one that will change, however, is Zulrah. This doesn't currently have a fee, nor the menu for choosing what to retrieve. It will get both as part of this update. However, the fee will only be charged once you've got a Zulrah kill-count of 50, so new players can continue learning as they always have. Also Ultimate Iron accounts will continue retrieving the items from the priestess as they currently do, with no menu or fee.

We originally said that the current mechanics would be temporary when we installed them, and while we're not offering to maintain the current (very patchy) state forever, the February survey showed a lot of interest in this approach. We'd also like to let graves persist over disconnections and reboots, which they currently don't do well at all.

Who's Who and Who's New?

Over the past year we've said goodbye to a few familiar faces and welcomed lots new friends. As the list of names at the bottom of our newsposts keeps growing, we thought it'd be a good opportunity to tell you who's who and what they do!

The Leadership Team

Goal: Provide guidance, direction, and coordination to the other teams and the product as a whole. You'll notice that there's a mix disciplines and expertise here - this ensures that all areas of the Old School team have a seat at the table and help guide the direction of the game.

Mod Bonsai (Executive Producer), Mod Jndr (Lead Producer), Mod Jalo (Project Manager), Mod MikeD (Product Director), Mod John C (Product Manager), Mod Onion (Head of Product Marketing), Mod Sween (Lead Community Manager), Mod Kieren (Lead Content Developer), Mod Deagle (Associate Art Director), Mod Fed (QA Manager), Mod Ash (Juggernauts Lead), Mod Roq (Operators Lead), Mod Lenny (Unknown Lead), Mod Ed (Wardens Lead), and Mod Vegard (Engine Lead).

The Wardens

Goal: Create larger pieces of content which help to retain and entertain our existing players, but might also attract new players. Some examples here include the upcoming Darkmeyer release and the recent Twisted League.

Mod Ed (Senior Content Developer), Mod Husky (Content Developer), Mod Flippy (Junior Content Developer), and Mod Bruno (Junior QA Analyst).

The Unknown

Goal: Refine the early game to better retain new players. Examples include the Adventure Paths system, though more recently they were responsible for delivering the DMM tournament!

Mod Lenny (Content Developer), Mod Tide (Junior Content Developer), and Mod Curse (QA Analyst).

The Operators

Goal: Deliver quality of life updates and responding to what the players want to see! These are the updates you see in most polls, and that make up the regular weekly game update.

Mod Roq (Upload Manager), Mod Maylea (Content Developer), Mod Arcane (Content Developer), Mod Oasis (Junior Content Developer), and Mod Halo (QA Analyst).

The Juggernauts

Goal: Deliver large group-based game features, like Clans and Group Ironman. This is a brand-new team, expected to grow very soon!

Mod Ash (Principal Content Developer).

Graphics

Goal: Provide all visuals for Old School RuneScape. The artists are also members of other development teams, moving based on project commitments.

Mod West (Artist), Mod Ry (Artist), and Mod Gee (Junior Character Artist).

Game Engine Tech

Goal: Let the content developers make great things! They're responsible for things like the Mobile release, and they're working on the work needed for Clans.

Mod Vegard (Lead Game Engine Developer), and Mod Boko (Senior Game Engine Developer).

Publishing

Goal: Communicate with the players and act as the conduit for our game's releases. Similarly to the graphics team, they'll be working very closely with the development teams based on project commitments.

Mod Sween (Lead Community Manager), Mod Acorn (Senior Community Manager), Mod Impact (Junior Community Manager), Mod Lyric (Project Manager), Mod Weath (Anti Cheating Specialist), Mod Kandosii (Product Marketing Manager), Mod Gayns (Brand & Product Marketing Executive), Mod Banjo (Editorial Manager), Mod Errol (Junior Copywriter), Mod Archie (Video Producer), Mod SteveW (Customer Support Manager), Mod Lottie (Senior Product Analyst), and Mod Nasty (Product Analyst).

While the above represents the dedicated core team, this is just a drop in the ocean when it comes to the number of people at Jagex working on Old School. There are plenty of teams and talented individuals who contribute to the game across the whole studio!

We always want to hand out more gold Mod crowns! If you've ever dreamed of building your favourite game and seeing your name at the bottom of our blogs, then head to the Jagex careers listings and take a look at the RS Old School section!

In Other News

Twitch Prime Membership: Our Twitch Prime promotion is here, and with Darkmeyer coming soon and the DMM tournament ongoing. Make sure you don't forget to use it to claim your 14 days of free membership! Check the article for more information.

Poll 71: Yesterday we closed Poll 71 which offered 40 PvM and quality of life questions, including a lot of changes to things like Raids and bosses! The content that passes will be added over the coming weeks. Check the blog for more information.

DMM: We're about halfway through the DMM tournament, which culminates on Saturday May 30th. Head over to the DMM blog to learn about the massive XP rates, dangerous PvP, and tons of loot!

Annual Survey: On Friday May 15th we'll be opening up Old School RuneScape's biggest ever survey. This is your opportunity to have your say on the future of the game, and we need your help!

Livestreams: We're committed to bringing you more streams! Join us for the following livestreams, over at twitch.tv/oldschoolrs!
  • OSRS Weekly Q&A/Modcast - Wednesday May 13th at 5pm BST / 12pm ET / 9am PT
  • Mod Gee's Superior Slayer Design Stream - Monday May 18th at 3pm BST / 10am ET / 7am PT
  • OSRS Weekly Q&A/Modcast - Wednesday May 20th at 5pm BST / 12pm ET / 9am PT
  • OSRS Weekly Q&A/Modcast - Wednesday May 27th at 5pm BST / 12pm ET / 9am PT
  • DMM Tournament Finals - Saturday May 30th at 7pm BST / 2pm ET / 12pm ET
  • Bossing and minigames with Mod Roq - Monday June 1st at 5pm BST / 12pm ET / 9am PT
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That's it!

Old School has a very special blood running through its veins - you, our fantastic players. And as with everything else, if you've got any ideas about the sorts of things you'd like to see in upcoming editions of the Gielinor Gazette, then please do let us know!

Mods Acorn, Arcane, Archie, Ash, Banjo, Boko, Bonsai, Bruno, Curse, Deagle, Ed, Errol, Fed, Flippy, Gayns, Gee, Halo, Husky, Impact, Jndr, John C, Kandosii, Kieren, Lenny, Lottie, Lyric, Maylea, MikeD, Nasty, Oasis, Roq, Ry, Steve W, Sween, Tide, Vegard, Weath & West

The Old School Team
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Berichten: 1010
Lid geworden op: woensdag 5 december 2007, 17:55

Bounty Hunter Feedback Changes

Bericht door Bot »

Bounty Hunter Feedback Changes

Originele tekst



This week's update brings improvements to Bounty Hunter, and new player experience changes.
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Bounty Hunter Changes



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This week, based on how Bounty Hunter's been used since its relaunch, we've made some adjustments to the balancing.

Some reward prices have been reviewed:
  • Blighted potions have increased to 4,100 points
  • Blighted karambwan have increased to 1,400 points
  • The blighted anglerfish has reduced slightly to 1,200 points


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We've also reviewed the task list, replacing some undesirable entries with a couple of new tasks based on the existing dragon dagger one. These new tasks ask you to deal the final hit with a dragon scimitar or granite maul (ornate and upgraded versions of those weapons are accepted too.) Players will only be given these tasks if they meet the requirements to wield the weapons, with the game also checking that a player has access to Ape Atoll to obtain a dragon scimitar.

In addition, we're very much aware that players commonly manipulate the game by cooperating for kills, including for emblem transfers where a player pays for a guaranteed emblem drop. While we don't expect to be able to prevent players from cooperating, we've added a measure to discourage large-scale emblem transfers.

Now, when an emblem is transferred via a PK drop:
  • Tiers 4-10 will always downgrade
  • Tiers 1-3 have a 50% chance of downgrading
  • If a tier 1 emblem downgrades, it becomes 20k coins


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There have been a couple of other alterations, too:
  • The standard Bounty Hunter Shop now gives applicable items in banknote form if you're attempting to buy more than one
  • The Blighted Teleblock Sack has become a Blighted Teleport Spell Sack, able to cast either the Teleblock or Teleport to Bounty Target spells
Lastly, now that Bounty Hunter is back with us, we've agreed to make some of its rewards available from another PvP-themed minigame: Last Man Standing. Justine's store now offers Magic Shortbow Scrolls, Ring of Wealth Scrolls, ornate maul handles, and clue boxes.

Keep your eyes peeled for further adjustments to Bounty Hunter as time goes on!
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New Player Experience



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As you may have read in the New Player Experience Dev Blog, we're in the process of making some unpolled changes to the very early game. We believe these changes will help new players become more comfortable with the game's mechanics and encourage them to explore the wonderful world of Old School RuneScape in full.

This week we're introducing a new NPC who will explain anything about account security that Count Check doesn't cover. He'll also point new players in the direction of the Stronghold of Security.

We've also taken the opportunity to make some small, inobtrusive changes to some of the free-to-play quests.

To begin with, all of the free-to-play quest journals have been updated to be more informative.

In the same vein, the Restless Ghost quest text is now less ambiguous about the next steps players should take.

Lastly, Farmer Fred in the Sheep Shearer quest will now provide you with some shears if you don't have any in your Inventory, saving countless adventurers from a short but onerous walk to the General Store.
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Free Membership with Twitch Prime

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We've teamed up with Twitch Prime this month to offer 14 days of free membership for both Old School RuneScape and RuneScape. To claim yours, you'll need to link your Twitch Prime and Old School RuneScape accounts.

Make sure you follow the entire redemption process to claim your reward.
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In Other News
The PvP World rota is switching over to Period B. On the east of the Atlantic, the Standard PvP world is W325, UK and the F2P PvP world is W371, UK. On the west of the Atlantic, hosts the High Risk PvP world W337, USA.

Since there has been both an EU and a US Bounty Hunter world open for the past few weeks, W318 UK will be closed for two weeks. W319 will remain open.
  • Some minor features have been added to the World Map to indicate that it can be resized.
  • The Map key will now be open by default, but once closed it will remember that setting.
  • You can now speak to a Grand Exchange clerk to either stop or start remembering the last item you searched for in the Grand Exchange.
  • The "Chop down" option on a tree that was obstructing the Prifddinas Agility Course have been removed.
  • Players can no longer stall other players with Slayer partner requests in instances or combat.
  • Vials can now have water poured into them from buckets and related vessels.
  • Farming animations now play more reliably on the seaweed patches if a player is walking down there rather than swimming.
  • Annette now allows her stored drift nets to be withdrawn in banknote form.
  • Some messages that appear when fighting Sarachnis and basilisk knights can now be filtered.
  • The Private Storage at the Chambers of Xeric can now hold watering cans.
  • Some wording has been corrected in messages about Chambers of Xeric parties disbanding.
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Discuss this update on our official forums, the community-led 2007Scape Reddit, or the community-led OSRS Discord in the #gameupdate channel. For reference on the above content, check out the official Wiki.

Mods Acorn, Arcane, Archie, Ash, Banjo, Boko, Bonsai, Bruno, Curse, Deagle, Ed, Errol, Fed, Flippy, Gayns, Gee, Halo, Husky, Impact, Jndr, John C, Kandosii, Kieren, Lenny, Lottie, Lyric, Maylea, MikeD, Nasty, Oasis, Roq, Ry, Steve W, Sween, Tide, Vegard, Weath & West
The Old School Team
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