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

Death Mechanics in Old School

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Death Mechanics in Old School

Originele tekst

Death Mechanics in Old School
Introduction
Back in 2015, when the game worlds had less protection from malicious attacks than they do now, we made some unpolled changes to item behaviour on death. These were only ever intended to be temporary, but we've allowed them to remain for a long time. Now we would like to get on with addressing this as we promised before.

After the last time we spoke about it, we ran a survey to see how players felt, and we've adapted this version of the design around the feedback. It cannot possibly please everyone - after all, people can see a vested interest in keeping their deaths as safe as possible - but we think it will be better for the game in the long term if we restore more risk to death. And many players have been supportive of this aim.

We know that currently the game worlds aren't guaranteed to offer you good connections, so players have wondered why we don't wait until everything's 'fixed'. To be brutally honest that's not a guarantee we could ever make. Even with all the protections that have been added since 2015, 'fixed' would still only mean that we've not yet found any problems.

However, five years is a long time for a change that was promised as temporary, and it's understandable that some players have become impatient - especially as there are new options available to us now, including making graves work cross-world, that players have generally supported in discussions. Even if the outcome of this process is to leave the existing behaviour unchanged, we'd at least like to offer some options.
Afbeelding
Key changes from the previous version
  • A major point of feedback last time was that most Ultimate Ironmen (UIM) have designed their activities around the current death mechanics. We'll therefore aim to leave them unchanged as far as possible, whereby their items will sit on the ground for an hour on whichever world they died on, with no fee involved in reclaiming them.
  • The survey found that almost all players like the idea of items dropping outside instanced areas if you died in one, and for the timer to count down only while you're online. However, opinions were mixed regarding the how high the reclamation fee should be, even though most players do agree that the game needs cash sinks and item sinks. We'll therefore provide more details about it in this version of the blog - and, as covered above, this won't affect UIM anyway.
  • How the last version handled repeated deaths - as in, where a player dies and drops items, then dies again and drops more items before reclaiming the first batch - was unsatisfactory.
  • If you died in a mapped area, we'll mark the grave on your world map. We'll also show your remaining retrieval time counting down on the gameframe, so that you know how long you've got left before the items are lost.
Afbeelding
Core mechanics for natural causes
This whole section does not apply to Ultimate Iron accounts - please see below for more details on UIM.
When you die to 'natural causes', such as monster attacks or anything that's not PvP, a Gravestone will appear on the ground near where you died.

Most tradeable items that you're carrying or wearing will appear on it, and can be reclaimed by clicking on the Gravestone within a time limit. You'll keep your three most valuable items (or none if you're skulled), plus one extra, if you've enabled the Protect Item prayer - those items will move to your inventory, and will not go into the Gravestone.

Untradeable items will remain in your inventory or remain equipped, as they do now, but will tend to break/degrade/uncharge if they have a mechanic for doing so. For example, fire capes would become broken fire capes, or a charged trident would become uncharged (with its retrievable contents moving to the Gravestone). This change is to address the current imbalance whereby untradeable kit can be used in PvM with so little risk because it doesn't change in any way on death.

Where is your Gravestone?

Unlike the current situation, where items appear only in the game world where you died and are lost if the game reboots, your Gravestone would appear on whatever game world you log into. Plus, it would still hold onto your items even if the game reboots. Some limits apply:
  • If you die on a PvP world, you can only see your Gravestone on PvP worlds. This means that you can't retrieve your items in complete safety on a non-PvP world.
    We're aware that you'd have an incentive to travel via a safe world, even if you had to return to the PvP world to loot the Gravestone. It's not ideal, but we don't think that's a deal-breaker for the whole concept - especially as a PvP death would have been treated differently.
  • Similarly, if you die on a Deadman world, you would only see your Gravestone on equivalent Deadman worlds. This is a moot point at the moment since there's only one Deadman world.
  • A member who dies in a members-only area and runs out of membership credit would not be able to return to the members-only area to visit their Gravestone unless they got more membership credit. That may sound harsh, but it's always been the case - we've emphasised it here only because the flexible timers of the Gravestones (see below) mean there's more time during which a player could run out of credit while their Gravestone's waiting for them.
The Gravestone's position will usually be within a few maptiles of the spot where you died, so you'll easily find it. There are, however, some exceptions:
  • If you're in an 'instanced' area that doesn't have its own item reclamation feature, such as Torfinn's chest at Vorkath or Petrified Pete at the Volcanic Mine, your Gravestone will spawn outside the instanced area, so you'll be able to access it. This has considerably less risk than the current situation, where items drop on the ground inside the instance where you can never return to retrieve them.
  • If you're in one of the four God Wars Dungeon boss rooms, re-entering those within the permitted time would be unusually hard. As a special exception we're willing to move your Gravestone out of those boss rooms, since the total duration of a Gravestone would be lower than you currently have. This can be polled.
  • If you're in a place that does have something like Torfinn's chest or Petrified Pete, that chest/NPC will continue working as it currently does. This means that your items will stay in it indefinitely, and you'll pay a fee to reclaim them, like you already do. We do intend to change these fees, though - see below.
  • If you're fighting Zulrah, Priestess Zul-Gwenwynig will gather your items and hold onto them indefinitely, as she currently does. However, she'll henceforth give them back via the chest menu used by Torfinn and the other situations, and she'll start charging a fee for her services - see below for what that will be.
    As mentioned above, this does not apply to Ultimate Iron accounts. They will continue to reclaim their items from the priestess for free, without use of that chest menu.
We've not forgotten that Gravestones in the other RuneScape occasionally lost items prematurely if lots of players' graves appeared in a small area, since the game couldn't handle so many items on the ground together. This mostly occurred outside major boss instances, such as the QBD, due to the number of deaths around launch day. For Old School RuneScape, we'd use a very different form of code to implement this update, so we'd not be at risk of that particular bug.

How long does your Gravestone last?

Following our unpolled changes from 2015, items sit on the ground for 60 minutes - unless the world reboots, or too many other items spawn in the area. That 60 minutes is real time, so if you couldn't reconnect to that game world within the hour, you'd be out of luck. This would be especially galling if the connection trouble had also caused your death.

These Gravestones would stay for 15 minutes, but the timer would count down only while you were online, and the Gravestone would not be wiped by a world rebooting. So if you couldn't reconnect to that game world immediately, you'd be free to try other equivalent worlds, or wait as long as you liked before trying again - the timer would stay paused as long as you were offline.

The new duration may sound harsh for players who've become accustomed to having 60 minutes, but it'd be balanced by the time counting down only while you're online, the system working in instanced areas, and protecting you across a reboot etc. We also mentioned above that we could move Gravestones to the outside of the four GWD boss rooms, since they're relatively challenging to re-enter quickly.
(Note: ecumenical keys do exist, but are hard to obtain. We believe this change would not remove all value from those, since it's still helpful to be able to enter the boss rooms quickly.)

We're aware that players sometimes get a dropped connection causing the game to think they've reconnected, but they actually haven't - in these instances we would aim to detect this and pause the timer.

How do you get your items back from a Gravestone?

Click on it! It'll present a display of its contents, like the chests you'll have seen at Torfinn and other such facilities. The menu lets you see what's in there, unlock access to the items by paying any fee, and discard anything you'd rather not take. Discarding items could reduce the fee since there'd be less remaining in the grave. Even if you didn't pay the fee, we'd still let you take any item that's too low in value to affect the fee.

Having paid, a single click would move items back to your inventory.
Afbeelding
The illustration shows the current item retrieval screen used by Petrified Pete.
Unlike menus such as Torfinn's display, the Gravestone's display would be able to stay open during combat, and be moved around the screen for your convenience like the World Map can for desktop users.

How much is the fee for the new Gravestones?

Not as much as some have expected. We've used fees of up to 100k coins for various instanced boss rooms and similar high-end challenges, and that's the kind of scale we're looking at here. Here it would depend on the GE value of the item (or its equivalent for items that don't go on the GE).
  • Items with a value under 100k coins have no fee. You'd be able to take those immediately, even if the grave also contained items for which a fee was required. That should cover food, potions, generic tools and lower-level kit - especially items used by newer players.
  • Items with a value between 100k and 1m coins will be charged at 1k coins per item.
  • Items with a value between 1m and 10m coins will be charged at 10k coins per item.
  • Items with a value of 10m coins or above will be charged at 100k coins per item.
  • The total fee will be capped at 500k coins. In practice, most load-outs shouldn't reach that amount, especially after 3+1 items have been protected.
For example, consider a ranger who keeps three protected items, and drops the following items to their Gravestone:
  • Armadyl helmet - adds 10k to the fee.
  • Armadyl chestplate - adds 100k to the fee.
  • Armadyl chainskirt - adds 100k to the fee.
  • Barrows gloves - no fee due to low value of item.
  • Pile of Zulrah scales - no fee due to low value of individual items.
  • Total fee: 210k coins
The fee could be taken directly from the Bank, or from money already in the Gravestone, avoiding problems for players who forget to bring cash. The 'Items Kept on Death' screen will show how much the fee will be. This means players will know before embarking on a trip, so they'd know in advance whether they could afford it. If the player wanted to reduce their fee by discarding individual items from the Gravestone before paying the remaining fee, they would be able to do so.

Some feel this scale of fee to be too low, though over time it would gradually drain a lot of coins without walloping any individual player too hard for every single death. Furthermore, this isn't expected to be the only cash sink added to the game this year.

How are different items treated? What about supplies I wanted to keep on the floor?

It depends on how the item currently behaves on death.
  • First let's look at supplies - food and potions. Players like to use repeated deaths to create piles of supplies in a boss area, for later use.
    When you die, they'd go to your Gravestone like normal items do. If you now die again, the food & potions already in your Gravestone would be dropped to the floor in that place, visible only to you, so that you could use them as a supply pile.
    We'd like to choose a duration for this based on how long the Gravestone had existed, most likely around an hour (in-game time). But this supply pile would act like anything else on the ground, i.e. it'd be lost if the world reboots, and it wouldn't appear on other worlds. This isn't how other items would act if you died again - it's a special exception we're offering for food and potions to preserve the existing behaviour for players.
     
  • Some items can turn into something else on death, such as the Armadyl Godsword (or) losing its '(or)' and Barrows kit breaking.
    These would remain in your inventory or remain equipped, as they do now, but will tend to degrade/uncharge if they have a mechanic for doing so. For example, Barrows kit would break, a charged trident would become uncharged (with its retrievable contents moving to the Gravestone) and the Armadyl Godsword (or) would have its '(or)' removed (with the ornate kit sent to the Gravestone).
    Exceptions would be made (in non-PvP deaths only) for items changed via Nightmare Zone points, since the recharging process is currently disproportionate. Those items would therefore keep their imbued status in a non-PvP death. This change is to address the current imbalance whereby untradeable kit can be used in PvM with so little risk because it doesn't change in any way on death.
     
  • Some items turn into cash on death, such as the anchor.
    These would be sent to the Gravestone (without turning into cash).
     
  • Some untradeable items break, such as fire capes.
    These would remain in your inventory or remain equipped, as they do now, but will break.
     
  • Items locked to you by a Trouver Parchment would remain in your inventory or remain equipped without breaking.
     
  • In deep Wilderness, most untradeable items are turned into a small quantity of cash, even on a PvM death (i.e. where no player was credited for killing you). This would still apply.
    One change is that the rule governing 'untradeable items that break' would now take priority over this rule. Thus a fire cape in a PvM death in deep Wilderness would now break but stay in your inventory, or stay equipped, rather than being turned into a small pile of coins. However, an untradeable item that does not have a broken version would still turn into coins, as before. This change is proposed because the order of these two checks seemed wrong in PvP, and we'd like to offer to change it - preferably while keeping it consistent for PvM deaths.
     
  • Some items are destroyed, especially quest-related items. These would still be destroyed as they always have been, and would not go into your Gravestone at all.
What if I die again before looting my Gravestone?

Your Gravestone will keep its existing contents, apart from food and potions, which would be dropped on the ground to form a supply pile as described above. Anything you're losing in your new death will be added to the existing Gravestone.

Graves can't have infinite capacity, though. If you keep dying over and over again, resulting in more than 100 stacks of items being held in the Gravestone, the game will have to delete some stuff to make room for the items you're dropping on your most recent death. It will aim to pick the lowest-value junk it can find in there. It's worth remembering that the game can't hold unlimited stacks of items on the ground in one place, so the existing system isn't exactly guaranteeing the protection of your items either.

The grave's location would generally remain unchanged, so that you can't teleport your existing grave to your respawn point for your convenience by killing your character again in that place.

However, we'd equally prefer that players not set up a grave as a handy bank before embarking on a dangerous trip. To counter this, if your new death site is much further from your respawn point than your last grave was, we'd aim to move your existing Gravestone to the new site. The duration of the Gravestone will be reset, giving you a fresh 15 minutes to make your way to it.

What about the permanent death-drop holders like Torfinn?

At present, there are various chests and NPCs that hold onto dropped items permanently if you die in their areas. Torfinn and the other Dragon Slayer II chest charge 100k coins, as does the Theatre of Blood, while the Fremennik Exiles quest and Grotestque Guardians charge 50k coins and Priestess Zul-Gwenwynig is currently free. Petrified Pete charges 150 numulites.

These fees aren't very high, considering the loot one can get from the features. We'd like to raise all of these fees. However, we know that this could be expensive for future newbies who have to learn the content through trial and error. So we propose dropping the fees initially to a much lower level, but then raising them according to how many times a player dies in that place (up to a maximum of 20). For example:
[tr][td] [/td][td]Grotesque Guardians[/td][td]Theatre of Blood[/td][td]Petrified Pete[/td][td]Zul-Gwenwynig[/td][/tr][tr][td]Current fee:[/td][td]50,000 coins[/td][td]100,000 coins[/td][td]150 numulites[/td][td]Free[/td][/tr][tr][td]Proposed fee on your first death[/td][td]10,000 coins[/td][td]20,000 coins[/td][td]30 numulites[/td][td]15,000 coins
(Free for UIM)[/td][/tr][tr][td]Proposed fee after 5 deaths[/td][td]50,000 coins[/td][td]100,000 coins[/td][td]150 numulites[/td][td]75,000 coins
(Free for UIM)[/td][/tr][tr][td]Proposed fee after 20+ deaths[/td][td]200,000 coins
(Stays 50k for UIM)[/td][td]400,000 coins
(Stays 100k for UIM)[/td][td]600 numulites
(Stays 150 for UIM)[/td][td]300,000 coins
(Free for UIM)[/td][/tr][/tabel]
These death counters would start from zero for existing players too, so your next four deaths in each place would be a little cheaper before ramping up. We've proposed scaling the fee based on your number of deaths, rather than based on your kill-count, because this approach gives every player the same number of cheap deaths.
Afbeelding
How is it different in PvP?
This section doesn't apply to Ultimate Iron accounts.
This applies if another player got kill-credit for your death, such as in the Wilderness or a PvP world.

For any items that aren't given to the PKer, most of the Gravestone's behaviour still applies after a PvP death. For clarity, we'll detail the behaviour of special items here:
  • For supplies - food and potions, these tend to be tradeable, so the PKer should receive them in their loot pile.
    Any untradeable items would go to the Gravestone, acting as described above.
     
  • Some items can turn into something else on death, such as the Armadyl Godsword (or) losing its '(or)' and Barrows kit breaking.
    These will tend to degrade/uncharge if they have a mechanic for doing so. For example, Barrows kit would break (and drop to the PKer), a charged trident would become uncharged (with the tradeable contents dropped to the PKer too), and the Armadyl Godsword (or) would have its '(or)' removed (with the sword and ornate kit dropped to the PKer).For charged items like blowpipes, they would uncharge as they currently do, with the tradeable items dropped to the PKer, and any untradeable items sent to the Gravestone.
     
  • Some items turn into cash on death, such as the anchor. This cash would be dropped to the PKer.
     
  • Items that have been protected by a Trouver parchment are turned into their non-Trouver version, which stays in the dying player's inventory (preserving the existing behaviour) rather than going to the Gravestone.
    The PKer receives some coins based on how much Perdu would have charged to protect it.
     
  • Some untradeable items break, such as fire capes.
    Coins, based on the repair cost, would be dropped to the PKer. The broken version would be kept in the player's inventory (preserving the existing behaviour) rather than going to the Gravestone.
     
  • In deep Wilderness, most untradeable items are turned into a small quantity of cash, which is dropped to the PKer.
    One change is that the rule governing 'untradeable items that break' would now take priority over this rule. Thus, a fire cape in a PvP death in deep Wilderness would now break, dropping more coins for the PKer, rather than being turned into a very small pile of coins. However, an untradeable item that does not have a broken version would still turn into that small pile of coins for the PKer, as before. This change is proposed because it seems likely to be more rewarding for the PKer in most cases.
     
  • Some items are destroyed, especially quest-related items. These would still be destroyed, and would not go into your Gravestone at all.
Afbeelding
Core mechanics for Ultimate Iron accounts dying to natural causes
This won't change much. Your tradeable items will drop on the ground where you died:
  • They'll stay there for an hour, ticking down whether or not you're logged in.
  • They'll appear only on the world where you died. If the world reboots, they'll be lost.
Your untradeable items will also stay in your inventory or stay equipped, without degrading or breaking unless you died to a PKer.
One change is that the rule governing 'untradeable items that break' would now take priority over the 'untradeable items turn to cash in deep Wilderness' rule, as described for non-UIM accounts above. This means that those specific items would actually become safer in deep Wilderness - unless you died to a PKer.

Another change we'd like to offer to UIM is for instanced areas that don't have a retrieval option like Torfinn's. This is very common in quests such as Shadow of the Storm and Recipe for Disaster. There's something of the sort for the Kraken boss too. At the moment, items tend to be dropped in the instanced area, and there is absolutely no way of retrieving them. As part of this update, we'd like to offer to move the items out of those instances, so that they'll drop on the ground in the standard game world for an hour.

They'll be vulnerable to deletion if too many other items are dropped nearby, since the game can't keep unlimited items on the ground forever. However, that's still a better chance for retrieval than if they'd dropped inside the instanced area. We don't think this is too much 'easyscape' for the Ultimate Iron mode, but we can drop the change if it's unacceptable to the players of that mode.

As mentioned above, while we would like to add a fee and a chest retrieval menu to Priestess Zul-Gwenwynig, this change would not affect Ultimate Iron accounts. They would remain able to use her as they currently do. For other chests that already have fees, and for which we've pitched an increase for non-UIM accounts, the fee would not increase above its existing rate for UIM.
Afbeelding
How is it different for Ultimate Iron accounts in PvP?
This applies if another player got kill-credit for your death, such as in the Wilderness or a PvP world.

This would mostly be the same as if a non-UIM died to a PKer (described above), but any item that would go to a Gravestone for a non-UIM would instead just drop to the ground if a UIM dropped it.
  • They'll stay there for an hour, ticking down whether or not you're logged in.
  • They'll appear only on the world where you died. If the world reboots, they'll be lost.
One change is that the rule governing 'untradeable items that break' would now take priority over the 'untradeable items turn to cash in deep Wilderness' rule, as described for non-UIM accounts above. This means that the PKer would likely receive more money, and the UIM would still have their broken item instead of nothing.
Afbeelding
Alternative approach: Death's Office
As this is being proposed as an extension to Gravestones, which do not apply to UIM, this section does not apply to UIM either.
It's been suggested that we use an approach like in RS3, where items can be retrieved from a central hub (Death's Office) without any significant time limit. While delivering everything to a convenient place like that is substantial reduction in the Old School game's risk, we can do it if that's what players really want - though we'd expect to raise the fees considerably to reflect the convenience and practically unlimited duration.

This could be combined with the Gravestones from above. The design for Gravestones expected that unretrieved items would be deleted if you failed to reach the Gravestone in time. Instead of that, we could send them to Death's Office when the Gravestone expires, where you'd have unlimited time to buy them back off him.

To reflect the convenience and safety of this, Death would charge 5% of the item's GE value (or equivalent) for any item costing 100k coins or above. He would not charge for lower-value items, and he would allow players to reclaim those without payment of any owed fees.

Death's Office would be accessed via mausoleums added near the main respawn points, such as in Lumbridge Graveyard, a White Knight crypt, Edgeville's coffin area, Seers' Village Graveyard and Prifddinas.
Afbeelding
Survey
To guide our next steps, we'll be reviewing your feedback about the design pitched here to help identify improvements and loopholes. After that we'll open a survey in the in-game poll booths to gauge whether you'd still prefer something like the behaviour in the Old School era, or something like what RS3 has, or something in between.

Which of these approaches would you prefer for death mechanics across the game?
1: Items drop where you died for 2 mins. No fee is charged to retrieve them.
This is very similar to the original Old School version dating from before our temporary change. It would be an effective item sink, but we understand players may find it too harsh.
2: Items go to a Gravestone where you died for 15 mins, and are then lost. A small fee is charged for valuable items.
This is the version detailed in this blog. It would be a slight cash and item sink, and is a compromise between other approaches.
3: Items go to a Gravestone where you died for 15 mins, where a small fee is charged for valuable items, then move to Death's office indefinitely with a much higher fee.
This is based on what RS3 offers. It would be a cash sink but not an item sink.
4: Something else.When it comes to protecting the game's economy, we sometimes have to make decisions that players wouldn't vote for - we learned that quickly after Old School came out. So we can't promise to go with the winning outcome from this survey, but we'd nevertheless like to know which direction most players would prefer. Please bear in mind that the timer used to be two minutes, and the extension to its current behaviour was not a polled change!
Afbeelding
Discuss this proposal 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, Bonsai, Bruno, Curse, Ed, Errol, Fed, Flippy, Gambit, Gee, Husky, John C, Kieren, Kristy, Lenny, Lottie, MikeD, Nasty, Oasis, Roq, Ry, Steve W, Sween, Tide, Weath & WestThe Old School Team
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Berichten: 1010
Lid geworden op: woensdag 5 december 2007, 17:55

Server Maintenance: 19th February

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

Server Maintenance on February 19th

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Server Maintenance on February 19th

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AfbeeldingServer Maintenance - 19th February
This post is to let you know that we'll be performing some important maintenance on our London servers this week. The work will be carried out on the 19th of February starting from 10:00 AM (UTC) and affects players globally. This will last for approximately 2 hours, and there is a small chance game worlds may go offline during this period, so we advise you to refrain from participating in dangerous and high risk activities during this time period. Apologies for any inconvenience caused! Mods Acorn, Archie, Ash, Banjo, Bonsai, Bruno, Curse, Ed, Errol, Fed, Flippy, Gambit, Gee, Ghost, Husky, John C, Kieren, Kristy, Lenny, Lottie, Mike D, Nasty, Oasis, Roq, Ry, Steve W, Sween, Tide, Weath & WestThe Old School Team
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Lid geworden op: woensdag 5 december 2007, 17:55

Old School RuneScape's 7th Birthday

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Old School RuneScape's 7th Birthday

Originele tekst

This week's update is the 7th Birthday Event!
AfbeeldingOld School RuneScape's 7th Birthday
Afbeelding
It's been seven years to the day since we dug out our dragon med helms and returned to the nostalgic world of Old School RuneScape, and you know what that means - it's time to celebrate!

The Romeo and Juliet quest first came out in 2001 (19 years ago!) and Juliet's spent all her time since moping around the house. The problem is, she's supposed to be hosting a birthday party but just can't work up the motivation to do it. If only some kind players would pop over to her house and see if they can cheer her up. Plus, she'll almost certainly accept your help even if you skipped her quest the first time around!
AfbeeldingAdventure Paths: Gatherer Path
Afbeelding
Back in August last year we released the first Combat Path to help newer players settle into the game. Both data and feedback have shown us that this was the right choice, and now we're keen to expand the Adventure Path system even further.

This week, some lucky new players will be the first to test out the Gatherer Path, which introduces the Fishing, Woodcutting, and Mining skills and guides players to level 5 in each.

If you'd like to hear more about the Gatherer Path, check out this month's edition of the Gielinor Gazette.
Afbeelding7th Anniversary Merch
There's also plenty of birthday cheer in the Official Merch Store.
Afbeelding
First up, we have Angels Scapes' biggest and most detailed pin yet! This limited-edition item features Tim and Crunchy, who you might remember from the Official RuneScape Handbook. We love the stained-glass effect from the opaque enamel! Can you spot all the secret references? The pin comes with its own presentation box, so you can keep it safely tucked away for a special occasion. Pre-order by 08:00 on March 3rd to secure your own!
Afbeelding
Other exciting new items include the limited edition DFS pin, the Ironman varsity jacket and the enamel Hitpoint mug. Go check out the store to see the full range!
AfbeeldingGameBlast
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It's that time of year again! Content creators from RuneScape, Old School, and the Twitch Community have combined their powers to fight for the noble cause of GameBlast.

We've got 20 content creators from all over the globe involved, including a few familiar faces from around the office. They've been told they can get as unique and creative as you like, and we've already heard rumours that there will be snorkels involved... somehow. There'll be plenty of chances for you to join in the fun with quizzes, games, and even auctions, so keep your eyes peeled.

All streamers will be taking donations via the official JustGiving pages, which will be linked on their streams.

All funds raised over the weekend will be going straight to SpecialEffect, a charity which puts fun and inclusion back into the lives of people with physical disabilities by helping them to play video games. Your donations could go to a range of awesome technology like modified joypads, eye-controlled computers, and voice-control setups.

Think you've got what it takes to join the marathon 48-hour stream and raise some money for this fantastic cause? You can still sign up on the GameBlast website and join the United Communities of RuneScape team here. Keep up with the schedule on the UCoR discord .

Let's show the world what we can do as #OneCommunity!
AfbeeldingIn Other News
The PvP world rota is switching to Period B. To the east of the Atlantic, the Standard PvP world host is W25, UK and the F2P PvP world is W71, UK. To the west of the Atlantic, the High Risk PvP world is W37, USA. There are currently no Bounty Hunter worlds.
  • Keep your eyes peeled for the Birthday Livestream on Friday, February 21st at 16:00 UTC.
  • The Shove special attack can no longer be stalled by other actions.
  • A typo has been fixed in the Impling Jar Exchange.
  • The water has been moved back slightly from the kraken boss cave entrance.
  • Mobile devices which don't use the slider which controls how far apart the interfaces are will no longer have that slider.
  • Wiki link has been re-enabled for iOS users.
  • Players will now be given fake XP drops when targeting The Nightmare's totems.
  • The Ironman-only portal for The Nightmare has been removed, meaning that Ironmen can now face The Nightmare alongside ordinary players.
  • The Zalcano drop table has been updated again. The chance of landing on the crystal tool seed table is now 1/200 with a 1/8000 chance of getting an uncut onyx. The Zalcano shard has been removed from this table and will now be rolled as a tertiary drop (like pets). The amount of mithril, gold and silver ore received as drops has also been reduced.
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, Bonsai, Bruno, Curse, Ed, Errol, Fed, Flippy, Gambit, Gee, Husky, John C, Kieren, Kristy, Lenny, Lottie, Mike D, Nasty, Oasis, Roq, Ry, Steve W, Sween, Tide, Weath & West
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Darkmeyer Poll Blog

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Darkmeyer Poll Blog

Originele tekst

AfbeeldingDarkmeyer Poll Blog
Afbeelding
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.
AfbeeldingSins of the Father Quest
Afbeelding
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)
Poll Question #1
Should we add the Sins of the Father quest? This will be a new Myreque quest that unlocks the vampyre city of Darkmeyer.
AfbeeldingDarkmeyer
Afbeelding
Map is WIP and subject to change.
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.

Click here to see more information about the Vampyres
The Vampyres
AfbeeldingAfbeelding
Concept art of Vampyres and is subject to change.
The city of Darkmeyer, unlocked by the Sins of the Father quest, is split into three tiers, each home to a different class of vampire. The first tier contains vampyre juveniles and vampyre juvinates. These are equivalent to the vampyres found in Meiyerditch and have the same stats and droptables. The second tier contains Vyrewatch, Elite Vyrewatch, vyrelords and vyreladies. The Vyrewatch are the same as those found in Slepe and have identical stats and loot tables. The third tier contains Elite Vyrewatch, vyrelords and vyreladies.

Pickpocketing Vyrelords and Vyreladies

The vyrelords and vyreladies found through the second and third tiers of the city are not attackable, but can be spoken to and pickpocketed. The latter requires 82 Thieving and rolls on a new loot table which includes the unique Blood Shard, an attachment to the Amulet of Fury that creates a Blood Fury Amulet. This passively saps the life from your opponent while doing melee damage, and gives a small percentage of health back to the player. When a Blood Shard is attached to your Amulet of Fury, you will have a 10% chance of healing 5% of the damage you deal. For example, if you hit a 40, you have a 10% chance of being healed 2. This will only last for 10,000 successful hits. After that, the Blood Shard will be destroyed leaving you with just an Amulet of Fury. Note: The Blood Fury Amulet will have identical stats to the Amulet of Fury.
Afbeelding
Player wearing Blood Fury Amulet. This is subject to change.
Killing Elite Vyrewatch

The Elite Vyrewatch are more powerful versions of the normal Vyrewatch. They can be killed for an improved loot table, which includes the Blood Shard, and can count towards vampyre slayer tasks. Vampyres will also be included in two new Slayer unlocks which will extend vampyre tasks to between 200-250 and allow them to be assigned by Konar, Duradel, Chaeldar, and Nieve/Steve.
Afbeelding
Elite Vyrewatch. This is subject to change.
Poll Question #2
If Question 1 passes, should we add the blood shard, as described in the blog? This item can be obtained via pickpocketing vyrelords and vyreladies or killing elite vyrewatch.

Poll Question #3
Should you have the option to pay 80 Slayer points to unlock vampyres as a new task from Konar, Duradel, Chaeldar and Nieve/Steve?

Poll Question #4
Should you have the option to pay 100 Slayer points to extend vampyre tasks from all Slayer masters that can assign them? This will increase the task to between 200-250.

Click here to see more information about the Essence Mine
Essence Mine and Raw Daeyalt Deposits

For many years, Darkmeyer was home to a mysterious power. The presence of this power caused the mineral deposits in the area to change, creating daeyalt and pure essence deposits. Within Darkmeyer's mine, players can mine raw daeyalt if they have at least 75 Mining. Only one deposit will be active at a time though so pay close attention. The active deposit can be mined to obtain stackable and untradeable daeyalt shards that can be converted to into untradeable daeyalt essence (that does not stack) with an NPC located in the mine. Daeyalt essence can be used anywhere that pure essence can, including ZMI (provided the player has at least 50 Runecraft). Using daeyalt essence will give 50% more Runecraft XP than pure essence. Note: Training Runecraft through this method including the mining time will not be substantially better than training it traditionally.

Poll Question #5
If Question 1 passes, should Darkmeyer include the Daeyalt Essence Mine as described in the blog?
AfbeeldingHallowed Sepulchre
Afbeelding
Entrance to the Hallowed Sepulchure. This is subject to change.
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.

Click here to see more information about the Hallowed Sepulchre
The Basics
Afbeelding
Greybox of the in-game Hallowed Sepulchre. This is subject to change.
Once a player enters the sepulchre, they will be given a limited amount of time to raid the crypt. The crypt will be filled with tombs hiding stealable items. These will be randomly chosen from a new loot table, with a rare chance of obtaining a Hallowed Mark. Players will also earn Agility XP for avoiding the various traps in the area, as well as getting a bonus amount of XP whenever a tomb is looted. While treasure may be rewarding, the more time you have remaining when you leave the crypt, the more Agility XP you gain. But beware, if you start a floor and don't complete it before time runs out, you will sacrifice all of your potential earned Agility XP.

The sepulchre is made up of five levels, each requiring a higher Agility level to access. If focused on, the expected Agility XP gained for each floor is estimated to be slightly higher than the XP gained on rooftop courses. Similar to Pyramid Plunder, players access the next level via the previous one. The Agility requirements are:
  • Level 1: 52 Agility
  • Level 2: 62 Agility
  • Level 3: 72 Agility
  • Level 4: 82 Agility
  • Level 5: 92 Agility
Mods Husky and West will show off an early prototype for the Hallowed Sepulchre on this weeks Dev Q&A along with some concept art. This is your chance to see the mechanics behind the traps and to give your feedback early on in the design process.

Poll Question #6
If Question 1 passes, should we add the Hallowed Sepluchre as described in the blog?

Click here to see more information about The Rewards in the Hallowed Sepulchre
The Rewards
Afbeelding
Concept art of the props found within the Hallowed Sepulchure. This is subject to change.
There are two types of rewards on offer from the Hallowed Sepulchre: rare loot you get from raiding treasures inside and items you can purchase from a reward shop with Hallowed Marks.

Treasure Loot
If you're willing to sacrifice both time and Agility experience, you can track down some treasure chests while inside the Hallowed Sepulchre. These are protected by various traps, but they contain loot that may be worth your while, including the Ring of Endurance and the Strange Old Lockpick.
[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 the central Barrows puzzle door. It is tradeable when it has its full 50 charges. Once a charge has been lost, it becomes untradeable.[/td][/tr][/tabel]


Poll Question #7
If Question 6 passes, should the Hallowed Sepluchre include the ability to loot a Ring of Endurance from within the crypt as described in the blog?

Poll Question #8
If Question 6 passes, should the Hallowed Sepluchre include the ability to loot a Strange Old Lockpick from within the crypt as described in the blog?

The Reward Shop
Outside of the Hallowed Sepulchre you'll find a stranger that is willing to take some hallowed marks off your hands in exchange for rewards that you will find quite useful in aiding your raiding crypt adventures. All are untradeable and unstackable:
[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][/tabel]

Poll Question #9
If Question 6 passes, should the Hallowed Sepluchre have a reward shop that contains untradeable rewards, as described in the blog, that aid you in raiding the crypt?

There are two other rewards that the stranger has on offer that, while untradeable and unstackable, show off your dedication to the Hallowed Sepluchre:
[tr][td]Reward[/td][td]Image[/td][td]Description[/td][/tr][tr][td]Dark Dye[/td][td]Afbeelding[/td][td]This dye can be used on any piece of uncoloured graceful armour to recolour it into a dark graceful piece of armour shown below.[/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]
Afbeelding
Dark Graceful. This is subject to change.
Poll Question #10
If Question 9 passes, should the Hallowed Sepluchre have the Dark Dye reward added to its reward shop? This untradeable dye will recolour pieces of graceful to make dark graceful.
Afbeelding
Giant Squirrel recoloured with Dark Acorn. This is subject to change.
Poll Question #11
If Question 9 passes, should the Hallowed Sepluchre have the Dark Acorn reward added to its reward shop? This untradeable acorn will recolour the giant squirrel pet to make black and red.
Afbeelding
Feedback
Afbeelding
Blood tithe in Darkmeyer. This is subject to change.
We intend to poll everything in this blog in the coming weeks and in accordance with your feedback. Please make sure you have expanded the various sections to see all of the information available, including more poll questions. Your feedback is invaluable, and as such we invite you to be vocal about sharing it with us. Your comments will help us finalise The Darkmeyer design. All changes, based on feedback, will be placed at the top of this blog in a changelist.
Afbeelding
Discuss this future update on our official forums, the community-led 2007Scape Reddit, or the community-led OSRS Discord in the #gameupdate channel.

Mods Acorn, Archie, Ash, Banjo, Bonsai, Bruno, Curse, Deagle, Ed, Errol, Fed, Flippy, Gambit, Gee, Husky, John C, Kieren, Kristy, Lenny, Lottie, MikeD, Nasty, Oasis, Roq, Ry, Steve W, Sween, Tide, Weath & WestThe Old School Team
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Berichten: 1010
Lid geworden op: woensdag 5 december 2007, 17:55

Game Improvements and Email Linking for Mobile Accounts

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Game Improvements and Email Linking for Mobile Accounts

Originele tekst

This week sees general game improvements alongside the re-introduction of email linking for mobile accounts.
AfbeeldingGame Improvements
This week we've got changes and fixes for a variety of issues, including a balancing change to Zalcano that benefits players with higher skills, a usability change for various Treasure Trails and something to help Castle Wars games start faster. Behind the scenes, the team's making progress on the long-awaited hitsplat tinting job and the Hallowed Sepulchre of Darkmeyer.Combat
Afbeelding
  • Weapons that can autocast spells will now remember which melee combat style you had selected before choosing a spell. This means that if you chose the Strength option and then chose a spell to autocast, upon running out of runes the combat style will go back to Strength.
  • The dragon two-handed sword will no longer skip the targeted NPC or player when hitting multiple targets in multi-way combat areas.
  • Players are asked to stop spawning flowers in the Kalphite Queen's room. She finds the unsolicited attention creepy.
Skilling
Afbeelding
  • The damage dealt to Zalcano with tephra now scales to your Smithing and Runecraft levels.
  • A tree can no longer be chopped through the fence of the Woodcutting Guild.
  • The crystal pickaxe now consumes charges as it helps gather minerals in the Volcanic Mine (as its effect provides a slight benefit).
Getting Around
Afbeelding
  • Jumping the rocks north of the shipwreck in Morytania no longer requires players to stand directly in front of them before clicking/tapping.
  • The damaged dagger found in a bush near the Watchtower can now slash through webs like the ones on the building nearby.
Graphical Changes
Afbeelding
  • The birthday banners in Falador's museum now say 7 instead of 6.
  • Gold and regular trimmed versions of the steel kiteshield are now trimmed on the inside of the shield too.
  • The Seal of Passage is now positioned in the centre of the torso rather than to the side and appears in front of any armour you're wearing.
  • The top of a palm tree in Ape Atoll is no longer affected by the display roof toggle.
Other
Afbeelding
  • The Castle Wars preparation time has been reduced from 5 minutes to 2.
  • Items with more than one variant (e.g. Godswords with ornament kits or dragon items with a gold trim) can now be used and stored in STASH units when doing Treasure Trails. If you find other items that should be included, let us know in your feedback!
  • Wizard Sinina's dialogue now matches his chat options.
  • The Bank no longer scrolls up and down as items are dragged leftwards to the Incinerator area.
AfbeeldingMobile Changes
Linking an Email Address to Mobile Accounts Accounts created through mobile can once again be linked to an email address. This can be done through the linking feature found in the account settings tab, and will allow the same accounts to be used on desktop. We'd like to thank our mobile players for their patience regarding this fix!The Chat BarTapping in the text line of the chatbox no longer opens the keyboard when on mobile. Instead, this can be done by tapping on your display name or the speech bubble icon beside it.
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, Bonsai, Bruno, Curse, Deagle, Ed, Errol, Fed, Flippy, Gambit, Gee, Husky, John C, Kieren, Kristy, Lenny, Lottie, MikeD, Nasty, Oasis, Roq, Ry, Steve W, Sween, Tide, Weath & WestThe Old School Team
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Lid geworden op: woensdag 5 december 2007, 17:55

Phosani's Nightmare and Tinted Hitsplats

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Phosani's Nightmare and Tinted Hitsplats

Originele tekst

This week introduces Phosani's Nightmare and tinted hitsplats.
AfbeeldingPhosani's Nightmare
Afbeelding
Deep below the town of Slepe, there is a cold, dark tomb. Within lies Phosani, the leader of the Sisterhood, cursed to sleep for the rest of eternity. But the arrival of The Nightmare has stirred the still air of the catacombs. Behind that heavy stone door, Phosani has begun to dream...

The dreams of a former Justiciar are a powerful resource for The Nightmare, and now she has chosen to bolster her power by entering Phosani's mind to feast upon her dreams. The Sisterhood simply cannot allow this sacrilege. They need a strong, brave adventurer to step up and free Phosani from The Nightmare's clutches. Are you up to the task? For one week only, you'll be able to fight Phosani's Nightmare yourself by entering the portal beside Phosani's coffin. This version of The Nightmare is tougher and scarier, and to make matters worse, you'll have to take her on alone.

But substantial rewards await those brave enough to try the challenge. The fastest global kill time will win 6 months of Old School RuneScape membership and a signed piece of artwork featuring The Nightmare. Second place will receive 3 months of membership, and third place will receive 1 month of membership. You can double check the current fastest time on the gravestone near Phosani's coffin. Note: The loot table for Phosani's Nightmare has not been changed.

Worried about competing with all those uber-talented streamers? Worry no more, because content creators will have access to a separate competition, in which the prize will go to one of their lucky followers. Watch their streams and cheer them on to be in with a chance to win!
AfbeeldingTinted Hitsplats
Afbeelding
This one's a blast from the past! Back in 2016 we polled the following question:

"Should the hitsplats dealt by other players be tinted to a slightly different colour to make it clear which hits are yours? This feature will be toggleable."
Afbeelding
The engine has since been upgraded to make this feature possible, and you'll be seeing it in-game from today. Since this project was extremely large, with some hundred bits of combat code to rewrite to accommodate the new infrastructure, we decided not to bulk it out even further by adding more features this time. In the future, though, we'd like to upgrade tinted hitsplats to include different colours for max hits, and different combat styles.
AfbeeldingIn 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 W43, Germany. On the west of the Atlantic, the host for the Standard PvP world will be W24, USA, and for the F2P PvP world, W117, USA. The members-only LMS world will be W333, UK, and the F2P LMS world will be W469, US.

W330 is undergoing some maintenance changes and will be unavailable for a short while after the game update. We hope to have it up and running again by the afternoon and apologise for the inconvenience.
  • Juliet has tired of the cat people hanging around her home and has ended the 7th Anniversary Event.
  • A lost book about Seren has been recovered and returned to the Prifddinas Library.
  • We've fixed an issue where pets would not appear, and therefore could not be safely removed, on F2P worlds for activities such as Last Man Standing. From now on, upon entering a F2P world with no membership, your pet will be placed either in your Inventory, or the Bank, or Probita's pet storage, provided that it is insurable. In the niche case that Probita's storage is also full, the pet will remain out, and you must return to a members' world to decide what you'd like to do with it. If your pet is not insurable, it will be removed regardless of whether you have space or not.
  • Some sacks and boxes are now referred to as 'open' instead of 'opened' for consistency.
  • A range has been moved in the house where the Falador Agility course begins, since its 'Cook' option kept interfering with the course.
  • A typo has been fixed in the Regicide quest dialogue regarding naphtha.
  • Increased the minimum tap zone to open the keyboard on mobile.
  • A hedge has been moved outside Thormac's tower, for symmetry.
  • Gianne's Cook Book now refers to toad battas by their usual name.
  • Snowflake's dialogue has been streamlined when she banknotes your basalt.
  • The shorter Castle Wars waiting time from last week's update no longer applies on the three themed worlds; those three have a 5-minute timer again.
  • Evil Dave now thinks black masks and black Santa hats look evil, during the Shadow of the Storm quest.
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, Bonsai, Bruno, Curse, Deagle, Ed, Errol, Fed, Flippy, Gee, Husky, John C, Kieren, Kristy, Lenny, Lottie, MikeD, Nasty, Oasis, Roq, Ry, Steve W, Sween, Tide, Weath & West
The Old School Team
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Lid geworden op: woensdag 5 december 2007, 17:55

Gielinor Gazette: March 2020

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Gielinor Gazette: March 2020

Originele tekst

Hello and welcome to the second edition of the Gielinor Gazette!

We're really happy with how last month's debut Gielinor Gazette was received, and there was plenty of feedback and ideas about the sort of stuff you'd like to hear about in future issues.

You said you wanted us to talk more about the projects we're working on, so now each issue will kick off with a project update! In this issue we'll also touch on other things such as the development process, how roadmaps and backlogs are created and maintained, the PvP vision, and what replaced our TAPP time. And Soul Wars. There's Soul Wars!
Afbeelding
Project Update: A look at what we're working on.

Here's a look at what we're working on and where it's currently at:
  • Darkmeyer: The Darkmeyer poll recently closed and all the content passed with flying colours! Development is now fully underway. Mod Ed has started work on Sins of the Father, the new Myreque quest, while Mods Husky and Flippy are focusing on the Hallowed Sepulchre.
  • HiScores: We're currently in the process of trying to fix this. A previous attempt was sadly no help, but we do have another idea. However, it may be the case more investigation is required beyond that.
  • Leagues: We've just completed a two week design stint on our 2nd League, and the team is super excited about it! Development will kick off proper following the release of Darkmeyer!
  • Early Game Improvements: Following the recent release of the Gatherer Path, we're monitoring its success compared to the Combat Path and the results will help decide the future of the Adventure Paths system. In the meantime, we're still looking at other things like optimising Tutorial Island and improving Lumbridge's tutors and guides.
  • Clans: The core engine work to introduce basic clan functionality is well underway. In fact, Mod Boko just managed to create the first Old School clan (by clan... it's just a clan profile right now, but it's a start!). Once the core porting of the system is complete, content development will begin.
  • Group Ironman: Clans is a precursor to Group Ironman, which will be built on infrastructure clans can provide. That said, we've established core elements of the design.
  • Easter: We've started to spitball ideas about how to make a fun event. Don't worry - we'll try to make it less cringe than the birthday event, dearie!
  • A Kingdom Divided: The next quest in the Kourend series is planned for release later this year. It's still a long way until launch, and current work is design focused. Mod Ed is fleshing out the narrative design while Mod West is looking at the main quest rewards and new spells for the Arceuus spellbook.
  • Achievements (PvM): This project remains at the high-level concept stage. The idea is to have various tasks/challenges against bosses, ranging from 'Kill Giant Mole without receiving any damage' to 'Complete The Inferno in under 70 minutes'. Currently this project is scheduled for much later in the year, with development pencilled in for after Leagues 2.
  • 2020 Survey: We're preparing to send the biggest survey we've ever done! This is going to be your opportunity to help shape Old School for the rest of 2020 and into 2021!
  • Account Security: A few months ago we released the Account Security Features blog. In that blog we mentioned the sustained attack we're withstanding, and its impact on other projects. We're making great progress with resolving the attacks with long-term solutions, but it has delayed work with the account security features.
  • PvP: We're trying to take a long-term approach to PvP. This means taking the time to establish a clear vision and goal, and using that to build a proper, cohesive roadmap to guide what our content updates and events will be. Later in the blog we talk about what how we're arriving at this vision.
Afbeelding
Roadmaps and Backlogs: We use these words a lot, but what do they mean?

You've probably heard us use words such as 'roadmap' and 'backlog', but perhaps only have a rough idea what they actually mean.

Roadmaps and backlogs are examples of some of the systems we use to handle the vast quantity of content ideas that you, the community, and we come up with. From that pool of ideas, we then need to ensure that we're working on ones that:
  • A: improves the game
  • B: appeals to as many players as possible
There's only so many developers and only so much time, and as much as we'd like to work on all of the ideas we receive, we have to be certain that anything we choose to make for the game uses those resources as wisely as possible. You can easily stick something like Clans in the schedule, and poof, that's a huge 6-month commitment for the whole team, who won't be able to work on anything else in the interim.

This is where roadmaps and backlogs come in.

Roadmap: This is essentially a high-level release schedule. It contains the larger releases, the rough time of year we'd like to release them and when we expect the team to begin work. At a glance, we can understand that we expect Darkmeyer to be out before Clans, and Group Ironman sometime after that.
Afbeelding

This small snippet shows the breakdown of a team's work schedule (NOA - Nightmare of Ashihama; DM - Darkmeyer; L2(D) - Design for Leagues 2)
Backlog: This is a list of potential future projects/features in a prioritised order. When we identify a gap in the roadmap, this is where we go to find the best project for that gap. To make sure the backlog is effective, it's constantly refined - that means checking against what you, the community, are looking for in Old School. This could mean that features are altered and improved, new features are added the backlog, or it could mean that some things are removed from the backlog if they're no longer needed.
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Ideation Days: How creative experimentation led to a Soul Wars prototype.

To understand what ideation days are, we first need to go back in time to the days of TAPP. TAPP is short for 'Thursday All-Day Personal Projects', which was dedicated time set aside every second Thursday for everyone at Jagex (for the Old School team, Friday was used rather than Thursday to avoid clashing with the weekly update). We kept the name TAPP, though. You can probably work out why...

TAPP projects could take many forms. For some, it was a chance to learn new skills or take part in training, but for many it was a chance to work on additional content for the game itself.

When it came to Old School, TAPP produced many notable updates for the game., such as the guild expansions of 2017 and the early Kourend quests. Even larger updates like Dragon Slayer II and the Theatre of Blood initially started in TAPP before becoming full projects.
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Unfortunately, while TAPP had many benefits, it also had no shortage of negatives. As a result, the decision was made to end TAPP in mid-2018. But this left a gap. Without TAPP, the Old School team found themselves lacking the time needed to dream up potential new updates. Ideation days were the solution.

Ideation days take the form of two days at the end of each month, during which the Old School team focuses on designing and prototyping possible updates. You've already seen some of the results of these days in the form of The Twisted League.

It's fully accepted that some of the ideas that emerge will never see the light of day. Sometimes things that seems good on paper prove less effective once prototyped. However, a recent ideation day resulted in a prototype that we'd like to share it with you.

Soul Wars

Old School RuneScape started life as a backup of the old game dating from August 2007. However, it's no secret that RuneScape has seen many fantastic additions in the years that followed, and some of these additions have inspired for Old School content. The 'While Guthix Sleeps' vibes in 'Dragon Slayer II' are clear to see and in some cases, post-2007 content such as the Corporeal Beast has been recreated in Old School. However, to date these projects have been limited in size and scope.

This thought to an interesting question: what would it take to recreate something bigger? Mods Ed, Lenny and Ry set about answering this question and to do so, they selected one of 2009's most loved updates. Say hello to Soul Wars!
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Released in February 2009, Soul Wars was a hugely popular minigame that combined PvP with PvM. Ever since the launch of Old School, we've seen thousands of requests for it to return. For a long time, we weren't sure it would ever be possible but as you can see from the image above, the team have successfully created a working prototype!
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It was obviously important that Soul Wars looked the same as it did back in 2009, but to fully map the area from scratch would have been a huge undertaking. So the team looked to the current RuneScape version of Soul Wars as a starting point. Luckily for us, our tools team have recently finished back-porting RuneScape tools to work for Old School (albeit running on very different engine versions). Thanks to this we were able to copy some parts of the map from RuneScape. Not everything worked, of course, but we were able to copy across tile height and blocking. For some tiles, we were even able to copy the ground colour (which comes in two different forms known as underlay and overlay). It gave us a starting point that was much easier to build on than if we'd started with nothing.

Height and blocking are important, but they alone do not make an Old School map. We also needed things called areas. They are invisibly mapped on tiles and a script attached to them. The result is that interesting things can happen when a player walks on that tile. For example, areas are often used to make music tracks play on certain parts of map. The missing underlay and overlay was replaced using Old School equivalents. However, scenery and NPCs posed a more interesting challenge.
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When the Corporeal Beast was added to Old School, it took weeks for its model to be recreated. Unlike the map, the current version of the Beast in RuneScape wasn't usable - the game has changed so much that the models are no longer compatible with Old School. Luckily for us, that isn't the only version of the game we had available. As you've probably heard before, the 2007 backup used for Old School was a lucky find. The game wasn't backed up very often back in those days but this thankfully changed over time, and we were able to use a version of RuneScape from May 2012 to help us recreate the models we needed.

Both games use the .ob3 file type to save their models, (not to be confused with the .ob3 files used in Microsoft Outlook!). Over the years we've made various changes to this standard to support things like UVs for applying textures, and the models we found were saved in version 19 of this format. Old School required them to be version 4 compatible. For our compiler to process them without crashing, it meant stripping lots of additional information out. Another issue was the size difference between RuneScape and Old School models. Models that were made after the 'HD' update are four times the size we needed!
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Soul Wars is also an area that makes heavy re-use of existing assets from throughout the game world, making tracking down individual assets quite the task. We could have used alternatives that currently exist in-game, but wanted to stay as true to the original as we possibly could. With the missing models copied over, we're now cleaning them up so they'll be usable.

We do this by importing a model into Maya, checking the scale and adjusting it if required. We then export the model back out ready to be imported into our in-house model editor, JagEd. Sadly, we can't just scale it in JagEd due to the version incompatibility. Ideally in the future this would be all done in one step, but when prototyping you sometimes need to get creative and find hacky solutions before a proper implementation is developed! While we're having to do each model individually, we have made use of some AHK scripts to automate as many of the monotonous steps as we reliably can.

Once imported into JagEd, we next check to see if the model has held up correctly after being processed twice. Often this can result in some vertex colour data going missing, causing some areas of the model to appear white. This requires only a minor amount of clean up to be ready for the final export!
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While we could use models from 2012 as a starting point for making Old School models, the same could not be said for animations. Despite our attempts, we were unable to make any progress using animations from 2012 or from the present RuneScape. It was looking like we'd have to remake them from scratch, but thankfully other members of the team had seen the early results and were keen to lend their support. Whilst Mod Ry continued work on the environment, Mod West decided to have a crack at using some existing Old School animations with the avatars.

Given that the proportions of the Avatar of Destruction are strangely similar to that of Graador, with only some minor adjustments we could have him moving about. And as you may have guessed from the GIF above, it was a success!

Kind of... the model is essentially exactly how it was back in 2009 (minus some texturing) and adapting the skeleton to that of Graador was fairly simple. However, it would be a lot better if we could get the original animations working, so we've tasked the tools team with getting us this feature in the future.

Map, check. Models, check. Animations, check. Things were starting to look pretty good. But Soul Wars is about more than just looking good - we needed it to sound good as well. And as with everything else, we needed it to sound like it did back in 2009. That meant the same music and the same sound effects.
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Sound effects offered a nice surprise. The way they were made in 2009 was exactly the same way they were made in 2007 and this meant they worked perfectly with Old School! Using our 2012 backup again, we were able to copy the sounds directly across with no changes. Ctrl-C, Ctrl-V, profit! If only it were that simple for everything else.

We also wanted the original Soul Wars music to go alongside the sound effects. Up until late 2012, RuneScape used midi for all of its music. That means, yes, you've guessed it, the May 2012 backup had midi files we could use. Unlike sound effects though, some tweaks were needed.

Although midi was still in use when Soul Wars was added in 2009, some new instruments had been added by then that don't exist in Old School. Luckily, the Soul Wars music track didn't use any of these, so that midi file worked perfectly. However, The Waiting Game lobby music needed some tweaks, but fortunately Mod Ed had dabbled with Old School music in the past (anyone hunting a Dragon Warhammer may know his Servants of Strife track) and was able to get it working.

Now we were really getting somewhere. We had sound and we had visuals. All we needed now was the game itself and for that we needed some script (plus a few interfaces, of course).

With many of the scripts referencing interfaces which currently don't exist, these needed tackling first. Though the files for these had been retrieved from the 2012 repository, the versions were incompatible and wouldn't compile. However, we were able to open the interfaces in RuneScape's engine tools to see what's on them, and even copy the contents over with the majority of its data attached. Again, there were models and sprites used in parts of these interfaces (such as the various coloured charms in the Reward Shop) that have never existed in Old School. In these cases we either created it from scratch, adjusted it to work or removed it from the interface.
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We could then move on to getting the scripts in a working state. Fortunately, although the game's engine has been constantly changing over the years, there were very few new engine features used in the version of Soul Wars that we were using as a basis, so a large part of the script worked almost instantly.

There were a few issues, however, with what we call procedures and labels (what other languages would call functions), as various general use ones that did not exist in Old School were being used. Some were self-explanatory and easy to replicate, whilst others needed us to dive in to the RuneScape repository and see what exactly they were doing. One of the recurring issues that we ran into was the use of constitution and lifepoints rather than hitpoints, requiring us to deal with a separate set of values and a completely different multitude relating to damaging and healing players.
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After going through and fixing all of the errors, we were ready to jump in and see what exactly we had. Not everything was working perfectly, but at this point we had a very roughly working shell of the minigame that we could jump in to, split up into teams and get running!

There you have it, a working prototype of Soul Wars in Old School RuneScape! The question now is: what next? Although we have a working prototype, it will still take a fair amount of work to get the minigame to a point where it can be released. We believe that with the right resources, it could be possible to release Soul Wars towards the end of the year whilst still delivering the content we promised at RuneFest. Now we just need to decide if we should!

So, do you want to see Soul Wars in Old School? Or would you rather see another piece of content from post-2007? Or maybe you'd prefer we focus only on new content? We want to know your thoughts. Send them our way, and if all goes well, we'll have more to share with you very soon.
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PvP Status Update: Here we'll go into some detail about our work on building a PvP vision.

Firstly, we understand your frustration at the lack of visible progress with PvP. We are working on it, and here we'll go into some detail about what exactly we've been doing.

We acknowledge that up to now our approach to PvP has been piecemeal at best, and lacked a holistic view of what PvP is and how PvP fits within Old School.

We're deep in the process of building a vision and whilst we're not yet ready to share explicit details, we can talk about the problems we face and how we might solve them.

Fragmentation

We of course want to 'fix PvP', but actually it's quite difficult to establish what exactly this means because different people have different ideas about what needs to be 'fixed'.

The reality is that PvPers are fragmented across multiple different activities and styles. They make up roughly 5% of our playerbase (it's worth noting that other 'general' MMOs have a PvPer representation of around 5-10%).

Some PvPers are Bounty Hunter players (or Last Man Standing) or they play Castle Wars, or Clan Wars. They might PK in the Wilderness, but they only terrorise multi-combat areas, or they exclusively operate in single-combat areas. They might only play on PvP worlds, or they might only play Deadman. Their accounts could be a general 'main' account, or it could be a pure, or another type of restricted build. Those player types are then further divided according to the timezone they live in, and the times they're active in the game.

What we've found is that when we've tried to make changes to appease one of these groups, we might negatively impact another.

Considering this fragmentation, our main goal is to unite all players (not just PvPers) under a single vision which guides content updates, events, and manages their expectations.

The Golden Age

It's not uncommon to hear gamers talk about a golden age of a game. This is true not just of RuneScape or Old School, but of any game that has existed for a long time. It's also not uncommon for there to be disagreement of when this golden age is. You might prefer the experience of marauding deep in the Wilderness of 2005. Others might pine for Edgeville as it was in 2011, rife with Korasi's and Curses. Some players might put the likes of Soul Wars and Stealing Creation on a pedestal, but other players might vehemently believe that these are just fun minigames and should not be considered PvP updates.

Rather than recreate these experiences as they were, we're trying to identify what qualities made them special, and use them to guide future updates.

Welcoming New PvPers

One thing that can be widely agreed on is how difficult it is to introduce new players to PvP. We've identified three reasons for this difficulty.

Skill gap. The difference between an established PKer and somebody dipping their toes into PvP content for the first time is huge. Some activities, like Last Man Standing, have mechanics which try to bridge gulfs between accounts, like always-on Prayer to mitigate flicking or making equal account builds. But this isn't enough. Any two players might have the same levels and equipment, but the ability to quickly switch gear and prayers and attack styles will reign supreme.

Complicated systems. Back in the day, PKing was far simpler, mechanically speaking, than it is now. You'd kill a player and you'd get their stuff. The introduction of new mechanics which are specific to certain worlds, or certain areas, can be hard for new players to grasp. If we look at the most recent iteration of Bounty Hunter, it represents one of the more extreme examples of overly complicated systems. A player had to visit an NPC to use their own GP to purchase an item to hold in their inventory. If they defeated an opponent who had the same item in their inventory, then that item would be upgraded, which would ultimately increase its value. The player could then go back to the NPC and sell the item for more GP. That's without considering the separate existence of Bounty Hunter Points, tasks, and hotspots. It's convoluted, and it's a far cry from the kill-a-player-take-their-stuff age.

Toxicity. We've all seen the spade memes, but the reality is that the PvP scene can be daunting to new players because of the levels of toxicity associated with the community. Other games have seen great success in tackling toxicity in their PvP scene, and we must do the same.

Current Status

Our vision for PvP is still very much a work in progress, but we'd to share as much as we can.

Our current PvP mission statement:
  • We will consolidate and unite the PvP scene to position it for future growth.
  • The Wilderness is where emergent dangerous PvP gameplay takes place.
  • Minigames and events exist to offer unique content changes or structured play which aren't possible in the Wilderness.
  • Competitive gaming compliments and adheres to the PvP vision, but it doesn't dictate the vision.
  • The act of killing players shouldn't generate expected wealth gain in an abusable way.
  • Onboarding new players is crucial, but not at the expense of core gameplay.
Possible 'consolidation' content changes:

Return of Bounty Hunter. We removed the content because of the level of abuse it faced. It will return with the potential for abuse reduced as much as possible. We expect this to be the earliest content to arrive, hopefully around the end of this month or early April.

Removal of PvP worlds. With this change we're trying to solve the fragmentation of PKers. We understand that PvP worlds offer hotspots with convenient fights and a desirable combat level bracket, and we'll do our utmost to offset this by creating similar hotspots in the Wilderness.

Restrict Wilderness access to specific worlds. Again, we're trying to solve the fragmentation of PKers. Hundreds of game worlds have been added since Old School's release. Whilst we could reduce their number, that'd have adverse effects elsewhere in the game by exacerbating competition for things like bosses and resources.

Remove High Risk worlds, replaced by Very High Risk worlds. Dying on these worlds will result in the loss of all items to create risk-heavy and exciting opportunities.

Moving Clan Wars and Last Man Standing to the Wilderness. They're currently quite out of the way in the desert. We'd like to move the lobbies for these minigames to the Wilderness, like when Clan Wars was introduced to RuneScape. The lobby would be a safe area, reachable via teleport, and likely positioned to the west/south west of the Graveyard of Shadows. Our intention is to create a new hotspot of activity in the low-level Wilderness.

Resolve Last Man Standing quality issues. We'd like to remove the buy-in fee for the competitive game mode. We don't think it's necessary now that we've added a permanent High Stakes variant. We'd also want to reduce the number of F2P Last Man Standing worlds. We're also investigating content changes to prevent 'boxing' from occurring during games.

Redesigning Wilderness bosses. We're not happy with the quality of Wilderness bosses such as Callisto, Vet'ion and Venenatis. We'd like to give them actual mechanics and relocate them to suitable areas. We envisage a winding series of tunnels and chambers connecting the bosses with various cave entrances in the Wilderness overworld. Increasing the challenge offered by the bosses would also pave the way for buffing the drops and rewards offered.

W45 Deadman. Honestly, we're not sure what to do with the Permanent Deadman world. We'd like to run a poll on W45 to gauge player opinion on how best to proceed. We're open to resetting the game world (either once, or on a regular basis) and exploring cosmetic incentives or additional XP increase for continued play across resets.

Wilderness PJ timer. We understand that lone PKers would likely want a Wilderness PJ timer added to single-way combat areas, whereas PKers in clans might prefer it to remain as it currently is. We're open to implementing one, whether in the whole Wilderness or just certain areas.

Last Man Standing queueing. We'd like to investigate whether we can queue players for Last Man Standing games, so that they can wait to join games whilst going about their 'Scaping elsewhere in the game world. It wouldn't be possible to do cross-world queueing, so we'd only implement it for themed worlds.

Wilderness Safe Respawn Area. To make it more convenient to return to persisting fights we'd like to add an option to respawn in the Wilderness, likely in the Clan Wars lobby.

Possible 'growth' content changes:

Onboard new PvPers. We'd like to introduce a tutorial-type piece of content for players who are new to the Wilderness or minigames like Last Man Standing. We'd focus on introducing players to concepts like switching gear, attack styles, and prayers.

Temporary Deadman events. We'd like to run regular Deadman Permadeath (you might call this the Final Hour) events, which are based on the short Deadman betas we'd run prior to our live broadcasts. This would precede the full return of Deadman.

New Clan Wars features. We'd work with clan leaders to identify valuable features and changes to add to the minigame.

New Last Man Standing features. Adding new maps and new account load-outs to Last Man Standing to increase the appeal and variety of the gameplay it offers.

New Castle Wars changes. Exploring things like shortening the match length and implementing team size caps, among other content changes. We'd work with the competitive Castle Wars community to identify the right features, and after any release we'd still want to offer a 'Classic' Castle Wars experience on themed worlds.

Wilderness Clans features. With the release of the Clans system we'll explore whether there are any features we could implement to incentivise clan versus clan gameplay.

Wilderness expansion. We know there are various parts of the map that players would like to see expanded, like the Desert, but we're also very keen on expanding the Wilderness and increasing the amount of content offered.

Competitive PvP program. Establishing a competitive program will include any return of Deadman, as well as structured esports.

Community PvP program. Empowering the community to operate their own events with prizing and structure, like always-on Clan Wars ladders or bespoke tournaments.

What's Next

We've shared as much insight as we're able, but it's your feedback that will guide and finalise the changes we'll make. Once decisions have been made, we'll compile a backlog and development roadmap which we'll share with you.

These changes won't happen overnight. We're going to prioritise the consolidation changes whilst designing the growth changes. In the interest of transparency, this is not going to be an instance where we divert every Old School resource to working on PvP. Some changes will arrive soon, whereas others, like the Wilderness expansion, will be much further in the future.
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Ins and Outs: A chance for you to find out who's who, and who's new.

In February we said a sad farewell to Mod Gambit. Join us in wishing him the best of luck in his new adventures, and join us in welcoming two new Mods!

Mod Maylea, a content developer, is the first of our new faces.

Hi! I'm Mod Maylea and I come from 'the other game'. I joined Jagex when it was still RuneScape, some 13 and a bit years ago. I started as QA and my first forays into content development happened not long after the save that later became Old School. In 'the other game' I've been responsible for Stealing Creation, Myths of the White Lands, Elite Treasure Trails and a Gnome quest - among other things! More recently I've honed a talent for fixing and improving things, and so I'll be joining the Operators team. I'm looking forward to pretending I've gone back in time with knowledge of the future. My slightly unconventional working hours may preclude me from appearing on livestreams. Please don't take it personally!

Mod Bolton, our Head of Influencer Management, has been with Jagex for some months now, but in the future he'll be working more closely with Old School..

Hey there, I'm Mod Bolton. I've spent most of my adult life working on living games, with eight years split between CCP's Eve Online and Riot's League of Legends, and am incredibly excited to join the team at Jagex to bring that same passion to the world of Gielinor.

I've always been a true believer in the power of players and communities to bring the games they love to life. I got my start in the industry due to my time as a player, running a large clan and casting esports events. I went on to work with elected player councils, launched creator support programs, and hosted live events across the globe, but none of that could have happened without the passion of the players.

As Head of Influencer Managment, I'm working to launch a creator support program that will focus on levelling up existing creators with access to assets, learning and development opportunities, and some additional support services we are really excited to unveil.

Additionally, I'm working with creators from other games to help show them and their audiences all the amazing content our worlds have to offer.I'm excited to share more soon, but until then please don't hesitate to reach out to me at @JagexCreators with any questions or concerns!"

You may have noticed more new names at the bottom of this blog! Mods Boko and Vegard both do engine work and, having worked on Old School in the past on things like Mobile, they're now integrated within the Old School team.

We always want to make new friends and 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!
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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, Archie, Ash, Banjo, Boko, Bonsai, Bruno, Curse, Deagle, Ed, Errol, Fed, Flippy, Gee, Husky, John C, Kieren, Kristy, 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

Phosani's Nightmare and HiScores

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Phosani's Nightmare and HiScores

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This week's update sees updates to Boss HiScores and the completion of Phosani's Nightmare competition!


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Phosani's Nightmare
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After a week of intense battles, The Nightmare has retreated from Phosani’s dreams... for now. The grateful Sisterhood will be distributing prizes for those who defeated Phosani's Nightmare in record time.

The winners will be announced tomorrow, on Friday March 13th. Keep an eye on your in-game mailbox and social to see if you've won!

In addition, the following content creators have been given prizes to distribute to their audience as they see fit:
Follow them on Twitch or Twitter to find out how to win!


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Nightmare Loot Table
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The horror isn't over yet! Nightmare fans will be pleased to hear that her loot table has been buffed a little this week.

You'll notice that all normal drops now come in greater quantities, which will increase the income from each fight. There is also a greater chance to receive a unique, and the unique drops are now split across two tables. If you are strong enough to be eligible to receive a unique, you'll also get some bones to indicate how well you've done. Probably it's best if you don't ask who they came from.

The tertiary drops, such as the pet, are now static - unless you're the MVP, in which case you'll have a 5% better chance of getting one.

Finally, the rarity scaling has been removed. Now, a 1% chance of a second unique roll will be added for every extra player after five. For example, with 80 players in the group, there will be a 75% chance of a second unique roll.


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Boss HiScores
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Recently, the Old School RuneScape HiScores have been under immense load, which is causing issues like HiScores failing to update or even open, and extremely long page loading times. This has only been an issue since the introduction of the Boss HiScores, and so we’ve made a small adjustment which we hope will fix the issue.

Previously, when a player who had killcounts but hadn't played since the introduction of Boss HiScores logged out, the system would perform lots of calculations to figure out where they belonged on the HiScore table. From now on, players who fail to reach a minimum killcount value will not be listed on the HiScores, which means that fewer comparisons will be made. This has the dual effect of making HiScores more competitive than ever!

This change should solve the loading issues, although we’ll be monitoring the situation and making further changes as necessary.


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Pvp Drop Delay
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We've heard reports of a consistent issue in PvP where unscrupulous players will drop their valuable items to an alt upon being killed, thereby robbing PK'ers of their reward. To combat this issue, a drop delay of 5 seconds has been added during PvP combat in the Wilderness and on PvP and DMM worlds for items valued at over 30K GP. It will not apply to PvP instances such as Castle Wars.


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In Other News


The March edition of the Gielinor Gazette is hot off the press and ready for your perusal. Take a look here.

You can now open the latest Gielinor Gazette by clicking the ‘Newspaper’ button on the Varrock Herald in-game. 50 Coins is a small price to pay for all the latest news!
  • The Penance Runner Hat will now break upon death, just like the other Barbarian Assault hats. It can also be locked with Trouver Parchment.
  • Fixed an issue where hitsplats were appearing for longer than intended.
  • Fixed a texture bug on the walls of the Zamorakian Base in Castle Wars.
  • Morytanian bookcases are now typo-free.
  • Fixed a bug where players were able to pick up a second hard clue scroll if the clue in question was one of five added in an update last year.
  • Female characters now hold the Scythe of Vitur correctly.
  • A warning message will now be displayed about 18 seconds before a Divine Potion's timer expires.
  • Gems obtained from the Molch chests can now go into an open Gem Bag if you have one with enough space.
  • The green tint on filled Ogre Bellows is now more obvious.
  • If you're attempting to start a Theatre of Blood wave, but some of your party are still in the previous wave's arena, the warning screen will now make this more explicit.
  • A missing apostrophe has been added to the skill guide.
  • Pest Control now shows a healing hitsplat when a spinner heals a portal or when a dying portal causes the Void Knight to be healed.
  • Peaches made using the Bones to Peaches spell can now be stored in the Private Raids Storage.


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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, Kristy, 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

Poll 70 Game Improvements Blog

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Poll 70 Game Improvements Blog

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It's time for another game improvement blog! This time we're here with the proposed questions we'll be putting forward for our 70th Game Improvement Poll. We've got a wide variety of changes we wish to make so let us know what you think of the questions - as always, we're happy to take further suggestions on Twitter, Reddit, the forums, or Discord.


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Prifddinas:


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Since Song of the Elves was released last year, we've thought hard about what changes we could make to improve the elven lands. From the Iorwerth Dungeon to the Gauntlet, these changes aim to make Prifddinas and its associated activities even better.

Poll Question #1
Should superior monsters in the Iorwerth Dungeon have a guaranteed crystal shard drop, instead of the current common drop chance?Poll Question #2
Should we increase the amount of monsters per room in the Iorwerth Dungeon to a minimum of 6?Poll Question #3
Should we change one of the mutated bloodveld rooms in the Iorwerth Dungeon into a regular bloodveld room? Currently, there are no regular bloodvelds in the dungeon. Poll Question #4
Should we change one of the greater nechryael rooms in the Iorwerth Dungeon into a regular nechryael room? Currently, there are no regular nechryaels in the dungeon.Poll Question #5
Should we add a room to the Iorwerth Dungeon that will allow you to cannon elves again? This was previously possible in the Mourners HQ but was removed for thematic purposes. Lore-wise, these new elves would be Iorwerth sympathisers hiding out in the dungeon. Poll Question #6
Should the demi-bosses in the Gauntlet always drop a weapon frame?Poll Question #7
Should we allow players to use 1000 crystal shards on the Blade of Saeldor to create an infinitely charged version?

Crystal Seeds and Dust:
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Poll Question #8
Should we make crystal shards and crystal dust tradable? Players would still need to have completed Song of the Elves to use them. If this passes, crystal shards will be given a high alchemy value of 12,000 coins and a starting price on the Grand Exchange of 15,000 coins. Similarly, crystal dust will be given a high alchemy value of 1,200 coins and a starting price on the Grand Exchange of 1,500 coins

Poll Question #9
Should we let players trade crystal tool seeds, crystal weapon seeds, crystal armour seeds and enhanced crystal teleport seeds for crystal shards at an NPC who can be found in the pub in Prifddinas? The proposed rates would be: crystal weapon seed - 10 shards, crystal tool seed - 100 shards, crystal armour seed - 250 shards, enhanced crystal teleport seed - 150 shards.

Poll Question #10
Should players be able to add crystal dust to Bastion Potions? This will require 86 Herblore and will create a Divine Bastion Potion which provides the same stat boost, except it is renewed every 15 seconds for 5 minutes. If stats are reduced to a level below your base stat, the potion's effect will wear off. Poll Question #11
Should players be able to add crystal dust to Battlemage Potions? This will require 86 Herblore and will create a Divine Battlemage Potion which provides the same stat boost, except it is renewed every 15 seconds for 5 minutes. If stats are reduced to a level below your base stat, the potion's effect will wear off.

Crystal Implings:


Afbeelding
Poll Question #12
Should we add crystal shards and crystal acorns to the crystal impling drop table?Poll Question #13
Should we improve the percentage save rate on the Elven Signet from 5% to 10%?

Object creation selection menu:

Currently, creating items with Fletching, Crafting, etc. brings up a menu which requires the user to select an option with either a mouse click or a number key. To improve usability, we'd like to set the space bar keybind to repeat the last action you performed with the menu.
Afbeelding
Let's take light bulbs as an example. The first time you open the menu, you select light bulbs as an option and choose to make 1. The next time you open the menu, you can press space bar to receive a light bulb without any other input.
Poll Question #14
Should we allow the space bar to remember the last item you created? Pressing the space bar will repeat the create action.

Deposit Boxes:
Afbeelding
When we were optimising Old School RuneScape for mobile, we added Deposit Quantity buttons to the Bank Deposit screen for ease of use. However, we never added these for the desktop version of the game. Should we offer this button, it would function identically to the Deposit Quantity buttons found in the main Bank.
Poll Question #15
Should we add Deposit Quantity buttons to the Bank Deposit screen for the desktop version of the game?

Grand Exchange:
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Poll Question #16
Should we add a 'Last Searched' section to the Grand Exchange to allow you to quickly buy items based on the last thing you entered? This would appear when searching for an item to sell on the Grand Exchange interface.

Slayer Improvements:
Afbeelding
We'd like to propose some improvements to a few aspects of the Slayer skill. To begin with, we'd like to improve the user flow of the Contact NPC spell. Currently, a player needs to go through four different stages of introduction dialog every time they contact a Slayer Master through the Contact NPC menu. We would like to remove these initial dialog boxes, cutting the interaction down from four dialog boxes to one. We would also like to add some more tasks to Krystilia's Slayer Task list.
Poll Question #17
Should we rework the Contact NPC spell to remove the unnecessary dialog when first contacting a Slayer NPC?Poll Question #18
Should we add more Slayer Tasks to Krystilia's list? The tasks in question would include bloodvelds, hill giants, moss giants, black knights, pirates and zombies.Poll Question #19
Should we increase the drop chance of mossy keys from moss giants killed in the Wilderness?

Sawmill:
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Poll Question #20
Should the Sawmill's menu be replaced with the standard Make-X interface, as used for skilling activities like smelting and glassblowing? This would allow the use of keyboard short-cuts.

Chambers of Xeric:
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Poll Question #21
Should we add a hammer spawn to the crab room in the Chambers of Xeric? This would also apply to Challenge Mode.

Tangleroot Transformation:
Afbeelding
We'd like to offer players the ability to transmogrify their Tangleroot pet, as seen above. To change the pet's appearance, you would need a seed of the correct type (crystal acorn, dragonfruit tree seed, guam seed, white lily seed, redwood tree seed). To change it back to the default appearance, you would need an acorn.

Poll Question #22
Should we add the ability to transmogrify the Tangleroot pet? This would require using a specific seed each time you want to change, much like the Phoenix pet recolours.

Burnt Pages:


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Poll Question #23
Should we increase the number of burnt pages received from Wintertodt supply crates by 50%? This wouldn't increase the drop chance, just the amount received from each drop. Poll Question #24
Should we increase the number of burnt pages you receive from turning in a Tome of Fire from 100 to 250?

Torch, Pyromancer Gloves, Top, Hood, Legs and Boots individually will return 50 burnt pages each, whilst trading in a set of Pyromancer Top, Hood, Legs and Boots will return 250 burnt pages. This change would work in conjunction with the existing mechanic which lets you trade particular items for supply boxes.

Poll Question #25
Should we allow players to exchange their Pyromancer set pieces for an amount of burnt pages depending on the piece exchanged as described in the blog?

Lunar Island:


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When you've completed the Fremennik Elite Diary, you no longer need to carry the Seal of Passage when accessing Lunar Island. However, this perk removes a handy way to get to the mainland when the inhabitants of Lunar Isle kick you out if you don't have your seal. We'd like to reintroduce the seal mechanic for players who've completed the Elite Diary, as it seems unfair to remove means of transport as a reward. This would be accomplished by adding a right-click option to an NPC in the Bank, who'll happily send you back to Rellekka with a much friendlier dialog.
Poll Question #26
Should we add a new travel option from Lunar Island to Rellekka for players who've completed the Elite Diary and no longer need to carry their Seal of Passage?

H.A.M Members:
Afbeelding
Poll Question #27
Should we remove the 'Talk' option to pickpocketable H.A.M. members and make the left-click option 'Pickpocket'? Unpickpocketable H.A.M. members would retain their 'Talk' options.

Sarachnis:
Afbeelding
The current length of Sarachnis' respawn timer has resulted in players hopping worlds in order to maintain a high rate of kills per hour. We'd like to fix this by lowering the respawn timer to 10 second. This would not increase the rate at which Sarachnis is killed, but would allow dedicated spider-slayers to stay on the same world.
Poll Question #28
Should we lower Sarachnis' respawn timer from 30 seconds to 10 seconds?

Taloned and Long-tailed Wyverns:
Afbeelding
Taloned and long-tailed wyverns live in close proximity to one another, which is great if you're a wyvern, but not so great if you're a warrior who keeps aggro'ing the wrong subspecies. We'd like to reduce the wyverns' aggro range to avoid such incidents.
Poll Question #29
Should we lower the aggro range of taloned and long-tailed wyverns?

Revenant Cave Weapons:
Afbeelding
Poll Question #30
Should we allow players to convert Viggora's Chainmace, Thammaron's Sceptre and Craw's Bow into Revenant Ether? These would break down to 7,500 Ether each.

Perdu:
Afbeelding
Poll Question #31
Should we add the Keris and Bearheads to Perdu's shop? These would be available to buy at 5k for the Keris and 5k for a few spare Bearheads.

Puro Puro:
Afbeelding
Poll Question #32
Should we change the left-click option on the Puro Puro portal to 'Leave'?Master Farmers:
Afbeelding
Last poll, we asked if we should allow players to open their Seed Boxes to allow seeds to go straight in when picked up from the floor. Should we add this functionality to seeds pickpocketed from Master Farmers?
Poll Question #33
Should seeds pickpocketed from Master Farmers go straight into an open Seed Box?

Herb Sack:
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Poll Question #34
Should we add the Herb Sack as a reward from Tithe Farm for 250 points? This would make it accessible from both the Slayer Reward shop and the Tithe Farm reward shop.

Elite Desert Diary:
Afbeelding
The current teleport offered with the completion of the Elite Desert Diary drops you outside the general store in Nardah. We would like to change the teleport location to the inside of the shrine at Nardah, to provide quicker access to the Statuette for regeneration. This would be about the same distance from the teleport location as a rejuvenation pool is from a Player Owned House portal.
Poll Question #35
Should the Elite Desert Diary Nardah teleport send you into the temple for quicker access to the Statuette?

Early Game Quest Improvements:

Recently, we made some changes to the Cook's Assistant quest, such as adding left-click options to the hopper in windmills, and tidying up dialogue and text in the Quest Journal to be more clear about where the player could go to acquire the necessary items. We'd like to make similar small-scale improvements to the Restless Ghost quest, among others.
Afbeelding
We think that one of these changes is worth polling. The skeleton that spawns towards the end of Restless Ghost is currently level 13, which is a tad high for players who start this quest right off the boat from Tutorial Island. We'd like to reduce its combat level to 6 by lowering its stats. The player can already get away with simply leaving the skeleton alone and escaping, but this change should give players more time to realise that before becoming a skeleton themselves!

Poll Question #36
Should the combat level of the skeleton found in the Restless Ghost quest be lowered from 13 to 6? This change should give new players a better chance of completing the quest.

Nightmare Rewards:
Afbeelding
Following on from the release of the Nightmare earlier this year, we'd like to offer some changes to some of the rewards: Namely, the Eldritch Nightmare Staff and the Inquisitor's Armour set.
Poll Question #37
Should the Inquisitor's Armour have a set effect? For each piece equipped, both damage and accuracy will be boosted by 0.5% while using the crush attack style. If all three pieces are equipped, an additional 1.0% boost will be given, for a total of 2.5%.Poll Question #38
Should the negative slash and stab attack bonuses be removed from all three pieces of the Inquisitor's Armour set?Poll Question #39
Should the energy cost of the Eldritch Nightmare Staff's Invocate special attack be reduced to 50%?

That's it for our poll blog! Be sure to go through all the poll questions and let us know what you think about them in the usual channels listed down below. Pending feedback, we plan to poll these questions next week.
Afbeelding
You can discuss this poll on our Offical Forums, the community-led 2007Scape Reddit, or the community-led OSRS Discord in the #gameupdate channel. For references 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, Kristy, 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

An Update for our Community

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An Update for our Community

Originele tekst

AfbeeldingAn Update for our Community
Dear 'Scapers,The impact of the coronavirus means we're entering uncharted territory, not unlike when you mapped the Kharazi Jungle to earn admission into the Legends' Guild. Unfortunately, there isn't a quest guide for us to follow, but our teams have been hard at work ensuring that RuneScape can keep going. We'd like to use this opportunity to update you on what's happening at Jagex.The safety of Jagex staff is priority number one, and from today we're recommending that JMods begin working from home for the foreseeable future. In the meantime, we are preparing to better facilitate the staff remaining in the studio.This shift represents a big change to the way we work, and you might be wondering whether this will affect RuneScape and Old School. It's possible that there may be fewer game updates and livestreams in the short term, but we'll communicate any schedule changes. Looking longer term, we don't envisage any notable changes to our plans for the year. That's it from us. We'd like to thank you for continued support, and we'll leave you with this. Please listen to expert advice - be sure to regularly wash your hands for 20 seconds (just hum to yourself the first four bars ofSea Shanty 2 if you need help) and to follow the advice outlined by your government.

Keep yourself and your family safe, and we'll keep RuneScape going (after all, the best place to self-isolate is in Gielinor).

The Old School RuneScape Team
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Last Man Standing Changes

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Last Man Standing Changes

Originele tekst

Earlier this week we published a post about Jagex's response to the COVID-19 outbreak. If you haven't seen it yet, please click here. Stay safe out there!
This week's update sees some more changes to Last Man Standing.
AfbeeldingLMS Changes
Afbeelding
Those of you who've read this month's edition of the Gielinor Gazette will know that we're removing the buy-in fee for competitive game modes in Last Man Standing. Players who still want the thrill of competing for gold can still play on the High Stakes worlds.

In addition, we've made some changes in order to combat 'boxing', which is a practice where two players will fistfight for the duration of the game, dealing zero damage and preventing legitimate players from attacking them. To fix this, we've implemented a feature where players showing no signs of valid progression within a Last Man Standing session will become attackable while in combat with other players.

Finally, both Bloody and Bloodier Keys now have a chance to give you mithril seeds which will only be usable in the minigame. Peace, man.
AfbeeldingIn Other News
The PvP world rota has moved to Period B. On the east of the Atlantic, the hosts are the Standard PvP world (W25, UK) and the F2P PvP world (W71, UK). On the west of the Atlantic, the host is the High Risk PvP world (W37, USA).

The UK LMS world will switch from members-only (W33, UK), to F2P (W26, UK). The US LMS world will switch from F2P (W169, USA), to members-only (W192, USA).
  • The Spellbook Swap perk's menu now shows how many more times it can be used that day.
  • The word 'diary' has been pluralised on the Achievement Diaries menu.
  • Some cat-related messages have been removed from the spam filter as they were found to be useful.
  • Players can now talk to Logosia to enable or disable receiving Sun, Temple and Moon pages after completing the In Search of Knowledge miniquest. Too bad she can't manipulate other drops!
  • Female characters now hold mud staves correctly.
  • The Zamorak castle in Castle Wars now has the same battlement options as the Saradomin castle, rather than having extra places to climb the wall.
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, Kristy, 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

Temporary Game Worlds Added

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Temporary Game Worlds Added

Originele tekst

Dear 'Scapers,

Earlier this week we published an update to the community in which we discussed how the COVID-19 situation would affect Jagex. The TL;DR is that we were going to be shifting to an entirely remote development studio. Every member of the Old School team is now able to work from home, and on Thursday we deployed a game update, albeit a relatively minor one, entirely remotely and without any issues.

Our game worlds are experiencing higher traffic than usual, likely as a result of increasing levels of social distancing. We want to ensure your playing experience remains unaffected, so we're going to temporarily open ten new game worlds. Should the level of traffic decrease then we'll look to remove these game worlds. The following worlds are now available:
[tr][td]Region[/td] [td]World Number[/td] [td]Requirement[/td] [/tr][tr][td]United Kingdom[/td] [td]363[/td] [td]2200 Skill total[/td] [/tr][tr][td]United Kingdom[/td] [td]511[/td] [td]No requirement[/td] [/tr][tr][td]United Kingdom[/td] [td]512[/td] [td]No requirement[/td] [/tr][tr][td]United States[/td] [td]443[/td] [td]No requirement[/td] [/tr][tr][td]United States[/td] [td]446[/td] [td]No requirement[/td] [/tr][tr][td]United States[/td] [td]489[/td] [td]No requirement[/td] [/tr][tr][td]United States[/td] [td]490[/td] [td]No requirement[/td] [/tr][tr][td]Germany[/td] [td]463[/td] [td]No requirement[/td] [/tr][tr][td]Germany[/td] [td]464[/td] [td]No requirement[/td] [/tr][tr][td]Australia[/td] [td]534[/td] [td]No requirement[/td] [/tr][/tabel]

We'd like to thank you for your ongoing support, and we'll leave you with this reminder. Please continue to listen to expert advice - be sure to regularly wash your hands for 20 seconds (just hum to yourself the first four bars of Sea Shanty 2 if you need help) and to follow the advice outlined by your government.

Keep yourself and your family safe, and we'll keep RuneScape going (after all, the best place to self-isolate is in Gielinor).

The Old School RuneScape Team
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Game Improvements

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Game Improvements

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This week ushers in some of the small game improvements from Poll #70.
Afbeelding
Small Game Improvements
Afbeelding


Thanks to everyone for voting in Old School Poll #70! Your help means the following improvements have been made in time for this week's update:

Sarachnis Timers

 
Afbeelding
The length of Sarachnis’s respawn timer has been reduced from 30 to 10 seconds. No more world-hopping for you, sonny!

Crystal Impling Loot Table

 
Afbeelding
The crystal impling loot table has been upgraded, and now includes crystal shards and crystal acorns.

Nardah Teleport

 
Afbeelding
The Elite Desert Achievement Diary reward will now drop you inside the temple at Nardah, where you’ll have better access to the recovery shrine.

H.A.M. Pickpocketing

 
Afbeelding
The ‘Talk’ option has been removed from a number of H.A.M. members, so unless they are one of the few with an ‘Attack’ option, pickpocketing them will be much easier.

Slayer Masters

 
Afbeelding
A few unnecessary sentences have been removed from the dialogue that plays when contacting Slayer masters via NPC Contact.

Wyverns

 
Afbeelding
The hunt ranges of long-tailed and taloned wyverns have been reduced. Would-be wyvern slayers will find it easier to avoid the wrong subspecies for their tasks.

Puro Puro

 
Afbeelding
The ‘Investigate’ and ‘Exit’ options on the Puro Puro portal have been swapped so that it’s possible to leave the area in one action.

Log-in Performance
Afbeelding
We're trialling a solution to the log-in issues some players have been experiencing. You may see a slightly slower log-in process during this trial, but it shouldn't impact your in-game experience.


Afbeelding
Other Changes
We have temporarily added the following worlds for your scaping pleasure: 505, 506, 507 (UK), 478, 479, 480 (US), and 531 (AUS).
  • The Bond store is now available on iOS.
  • Hitsplats showing recoil damage you deal to an opponent will no longer be tinted.
  • Ferocious Gloves are now classed as armour, not weapons, in the Attack skill guide.
  • The poll booth in the Motherlode Mine bank area has been removed, as it was proving obstructive and players no longer need booths to vote. More poll booths may be removed in future weeks.
  • A grammatical error has been fixed in Logosia's dialogue.
  • Players can now permanently dismiss the warning message that appears when leaving the Nightmare's arena.
  • Darklight is now recognised as a black item by Evil Dave.
  • A grammatical error has been fixed in Overload Potion messages.
  • The inventory icons for cat ears have been re-centred.


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, Kristy, Lenny, Lottie, Maylea, MikeD, Nasty, Oasis, Roq, Ry, Steve W, Sween, Tide, Vegard, Weath & West
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Game Update News 26th March

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Game Update News 26th March

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AfbeeldingGame Update News 26th March
Updated as of 15:28 GMT

15:04 GMT: We have slowly started opening up worlds for players to log into.

15:28 GMT: All the worlds are now online.

Following the game update at 11:30am GMT today (March 26th), Old School RuneScape encountered a few issues:
  • Some game worlds didn't properly reboot
  • Some game worlds were taken down with a very short warning
  • Other game worlds crashed due to an engine issue
In order to stabilise the game update and prevent any additional potential disruption, we took all game worlds offline at 12:41pm GMT.

We can confirm as of 2:50pm GMT that:
  • We will stabilise and reboot the game worlds. This is likely to take 1-2 hours.
  • We will not be implementing a game rollback. The impact this would have on the wider game is too large. Instead, we'll manually assist the small number of accounts which were negatively affected.
Players who lost items as a result of these issues are encouraged to submit a ticket to the Support team. Any false claim will result in action being taken against your account.

When submitting a ticket please tell us:
  • Which world you were on
  • The time you died
  • Accurate details of any items that were lost
You can submit a support ticket here.

We thank you for your patience during this time, and we'll update this page as soon as we have any more news to share.
Afbeelding
The Old School RuneScape Team
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Login Issues - 27th March

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Login Issues - 27th March

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AfbeeldingLogin Issues - 27th March
Updated as of 18:43 GMT

We're investigating login issues. If you're currently logged in we recommend avoiding world hopping and dangerous content.

We thank you for your patience during this time, and we'll update this page as soon as we have any more news to share.
Afbeelding
The Old School RuneScape Team
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Bounty Hunter Return

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Bounty Hunter Return

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AfbeeldingBounty Hunter Return
Afbeelding
Earlier this year we had to remove the Bounty Hunter minigame from OSRS. At the time, an unacceptable level of its rewards were being farmed by accounts that would cooperate with each other for quick kills. As a result value was flooding into the game faster than would be likely through legitimate gameplay. Removing it was not a decision we took lightly, since that minigame had a passionate following who'd been waiting a long time for it to be updated. However, in the circumstances, players widely understood that it would not be acceptable to leave it open.

We said at the time that we'd like to restore it in a modified form in a couple of months, with more monitoring from the Player Support team to help avoid the abuse it suffered before. More monitoring isn't a catch-all solution, however. If there's a strong incentive to abuse something, the problem can be expected to recur, however hard the dedicated Support staff try to keep on top of it. So, realistically, we're going to have to rethink its approach to rewards if we want a decent chance of the activity staying open.
AfbeeldingWhat Doesn't Work?
Afbeelding
Bounty Hunter aimed to give rewards for killing assigned targets. Additional rewards were offered for killing them in particular ways, or doing it in a specific zone. In PvM, a monster won't swap a quick kill for a favour. However, the same is not always true for a player, making it highly risky when you offer rewards.

We'd originally hoped that with enough players participating and a requirement to risk some wealth, any cooperative group would be broken up by more legitimate PKers coming for them. The use of hotspots - originally a player suggestion - aimed to concentrate groups in limited areas where such PKers could find them more easily. However, this proved ineffective.

We also added more restrictions on who could play, so that even in the low combat level brackets of the southern Wilderness, more players would be able to attack any participant. This did restrict how quickly abusers could set up accounts to farm the activity. However, the use of combat levels in those restrictions also blocked legitimate account builds, leading to many complaints.

Players did offer plenty of constructive advice about how to change things. Proposals included an Elo-like scheme that would give diminishing returns from repeatedly killing the same accounts, or restrictions on how many times a reward could be gained from killing the same account in a certain time period. Unfortunately, limitations of the 'old school era' technology meant that we weren't able to adopt those solutions. And while proposals involving filtering the list of potential targets to weed out 'undesirable' targets might have been good for the gameplay in an ideal situation, it seemed likely to make these abuse problems worse by directing legitimate players away from the abusers instead.

That makes it very hard to offer a form of Bounty Hunter that could give out significant rewards for killing one's targets. For the activity to come back, rewards will have to be rather more restricted than before.

Also, with the numerous rules and caveats in previous versions of Bounty Hunter, the game got remarkably hard for players to understand. We'd like to keep this new version simpler, even if that means disregarding some of the more intricate suggestions that were pitched for fixing the previous version.
AfbeeldingWhat does the game need from Bounty Hunter?
Afbeelding
Old School RuneScape came from an era before the removal of Wilderness PvP in 2008, and thus OSRS didn't have the minigames that were created in the later years to replace it. While there were many things players did like during that time, our aim - as you'll have seen in the Gazette - is to encourage PvP within the Wilderness rather than trying to move it elsewhere.

Bounty Hunter fits into that as an additional Wilderness activity, providing extra reason for players to encounter each other via recommended targets and destinations. To that end, we've been reviewing our options for the minigame in terms of whether they help with that aim:
  • Features that help find one's target
    In last year's rewrite, we extended the hint arrow to help you find your target, showed more information about your target on the head-up display, etc. These features were mostly received well, and we'd like to keep them.
  • Flexibility for skipping targets
    The ability to skip more kinds of undesirable targets was popular too, though by giving more scope to select one's target, we made it easier for players to farm the rewards by cycling through their preferred targets. We're keeping this for now, since it was so frustrating if you got an undesirable target such as one in a multi-way area, or one without a skull. As detailed below, though, all players in the Wilderness on a Bounty world will be skulled in this proposal.
  • Emblems
    Last year's rewrite came with a decision to have players buy emblems for cash, and carry them into the Wilderness as risk. Emblems merged or upgraded in very restricted situations, so that little wealth would be generated. While this may have sounded logical, it wasn't at all popular, and the emblem-as-portable-wealth achieved little beyond what could been done with actual coins or platinum. So we'd like to remove that, using emblems more like the previous version.
  • Tasks
    We also added a selection of tasks last year, challenging players to get the last hit with a certain style etc. We've had ample suggestions for expanding this, too. Regrettably, many of the popular suggestions have hinged on a target being in the right place or having the right setup, which would not have worked out very reliably. And, as covered above, if we just let you skip the target until you got a suitable one, it'd help players cycle through their preferred targets again. We'd like to keep the tasks we've got, rather than removing them, since they do add a little more variety. However, we won't be able to do a lot of new ones from player suggestions.
  • Craters
    Moving the whole of Bounty Hunter into craters (or any new terrain with access restrictions) is a very common request. However, as described before, we feel the Wilderness would work better if we didn't take PvPers out of it. So, we intend for Bounty Hunter to remain in the Wilderness itself, on its themed world(s). Some had hoped that the creation of craters would lead to a safe area with a bank in the Wilderness. We're instead offering to do that by moving the Clan Wars lobby into the Wilderness, rather than by taking Bounty Hunter out of it.
  • Rewards
    The topic of rewards is double-edged. While we're not short of suggestions for what to add, we've seen with the last version that valuable rewards greatly encourage abuse. It's inevitably faster to kill players who are cooperating, rather than players who are fighting back properly. So, this time Bounty Hunter will not be a significant source of wealth for its participants. Untradeable PvP-only weapons/armour as rewards have been considered, but would have the major drawback that they couldn't transfer effectively to a PKer (especially as coins) without exacerbating that problem. The same applies to the various innovative combat features. However, we would be able to make a limited array of food and similar consumables that could only be used within the Wilderness, thus reducing costs for PvPers a little, but without significantly impacting the market for the real items across the rest of Old School RuneScape.
  • Giving the rewards via Slayer instead
    We'd prefer the rewards for Bounty Hunter to come, primarily, from playing Bounty Hunter rather than from doing PvM. However we do have proposals for helping players get looting bags and rune pouches...
AfbeeldingHow can we bring Bounty Hunter back now?
Afbeelding
When we took Bounty Hunter away, we said at the time that we hoped for it to return in some form after a couple of months (which would have been the end of March). Also, we were keen to have a wider discussion about what we could do for PvP - now published in the Gazette - before trying to confirm anything. After all, if we'd put a launch out immediately that moved the activity out to separate craters, only to realise in the same month that we'd like to focus PvP within the Wilderness instead, it wouldn't have been a good start.

Unfortunately, other project development time, coupled with the recent disruption across the world has thrown our schedule slightly. We're now aiming for an April launch, if you'd like it.

As the aim now is to complement Wilderness activity rather than to form a major wealth source in itself, while keeping the activity straightforward, So, here's a proposal for a simpler target-hunting system that we'd like to offer you:
  • Firstly, we'll discontinue the current Mysterious Emblems. These are the items you buy for cash, and exchange back into cash after trying to upgrade them. You'll still be able to exchange your existing Mysterious Emblems back into cash, though, rather than losing their value. The Archaic emblems will once again be given through playing the activity - see below...
  • All players in the Wilderness on the Bounty world will be marked with a PK skull throughout their time there. This removes the need for the rule that lets you skip a target who isn't skulled. As everyone will be skulled, the standard PK skull graphic can be replaced with one that indicates the tier of the best emblem that the player is carrying.
  • The minigame will continue assigning targets to players on the assigned Bounty world.Eligible players must have a combat level of 30, as before. They're also asked to get 20 quest points and to have spent a total of 48 hours logged into Old School RuneScape - all to make it harder for disposable farming accounts to get in on the action. We're aware that some PvPers resent being asked to meet requirements that don't relate directly to PvP, but leaving the activity unrestricted has not worked well, so we hope this compromise will be acceptable.A player will not be assigned a target unless they're carrying an emblem or carrying 20,000 coins, as we'd like to encourage a little risk there.We're aware that the combat level restriction still blocks certain builds from the activity, but we'd prefer a bigger selection of accounts to be able to fight the participants.
  • Hotspots will continue to be marked, in various places across the Wilderness, moving to a 20 minute rota rather than 30 minutes.They'll focus on single-way areas most of the time, but with a small chance of choosing a multi-way area like Annakarl. After a multi-way area is used, the hotspot picker will ensure it picks one with some single-way terrain next time.
  • Tasks will continue to be assigned, on the same 20 minute timer as before.
  • Emblems like the original Archaic Emblems (tiers from 1-10) may once again be given as loot drops from a defeated target. Similarly, for a target kill, an emblem from the killer's inventory may be upgraded too, on an independent loot roll. The chances of this happening will depend on various factors:
    • The combat level of the defeated target. Higher-level targets will be more likely to give a reward.
    • The best emblem tier carried by the PKer. Carrying a higher-tier emblem will increase the chance of receiving a reward; the chance of getting one without an emblem will be extremely low.
    • If the kill took place in the active hotspot, that will increase the chance of a reward greatly. However, after a reward has been gained from that hotspot, the increased chance will not apply until the hotspot next changes position, so players won't be able to farm rewards rapidly in one hotspot.
    • If the kill completes a task, that will increase the chance of a reward greatly, on top of any benefit from being in a hotspot. Tasks are assigned only every 20 minutes, so players won't be able to farm rewards rapidly from one task.
    • To avoid the previous abuse returning, a silent cool-down will apply as rewards are gained, capping the rate at which players can receive these rewards (comparable to the cool-down on Marks of Grace). We would prefer not to share full details of this, as that would encourage players to farm it rather than engaging in the gameplay.
  • The dropped Emblems can be traded to the Emblem Trader for points that can be exchanged for item rewards. The shop will contain the same items as it does in the live game, with some small additions:
    • Blighted Shark: A food item that heals 20 health, but can only be eaten in the cursed lands of the Wilderness.
    • Blighted Ice Barrage Sack: A sack that supplies any required runes for casting Ice Barrage, but only in the cursed lands of the Wilderness.We'd be able to consider more Blighted items, though preferably only items that give a one-off effect, rather than items that give an ongoing effect like a potion that would try to persist after leaving the Wilderness.
    • Looting Bag Promissory Note: An item that could be exchanged for a looting bag, by taking it to a bank, provided the player does not already own a looting bag. Since it would be tradeable, this would be a replacement for the older behaviour where looting bags were (indirectly) traded, and players could own multiple copies of it at once.
    • Rune Pouch Promissory Note: Like the looting bag promissory note, but for a rune pouch.
    • The Bounty Crate and Decorative Emblem would be discontinued and removed from the shop: We'd keep the previous versions of the shop around indefinitely for players to spend down their remaining points (and also on w45 where BH was never available in the first place). The tier-10 Emblem would be mountable in POH, like the current Decorative Emblem is.
While it's not the recreation of the 2008 craters that some had hoped for, we think this will add some variety to the actual Wilderness, while making the reward items accessible once again.

It's important to note that even with a beta, it was hard to assess how fast rewards could be brought into the game after the full launch of the previous version. If we're unable to keep a reasonable lid on abuse of the minigame, we'll ultimately have to nerf its rewards further or remove it permanently. We'd prefer not to remove Bounty Hunter forever, but we hope you'll understand if it comes to that.

Please let us know if you'd like us to give this proposal a try, or if you'd like it adjusted via the channels below.
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Discuss this announcement 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, Kristy, Lenny, Lottie, 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

Dev Blog: Pet Ranching

Bericht door Bot »

Dev Blog: Pet Ranching

Originele tekst

Introduction

In Old School RuneScape's history, there's one major type of content that has never been added to the game. A new skill. We've offered a few throughout the years, namely Artisan, Sailing, and Warding, but none made it past the polls. We said we'd learn from our mistakes, and that we'd work with the community from the very beginning of the process to ensure that any proposed skill is a skill that is truly wanted.

We spent time understanding the players' biggest wishes from the game, considering the most popular features throughout Old School, and what could feasibly be made into a skill - hence we landed upon Pet Ranching!
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What is Pet Ranching?

So... the first question on everyone's lips, what is Pet Ranching?

Pet Ranching is the act of collecting, training, and battling your pets. No longer will pets be mere cosmetic achievements!

What happens to existing skill and boss pets? We'll be taking them away, we feel pets are so loved, that they should be available to all, and through this skill, they'll be easily re-obtained, and they'll be much more useful to you.

Of course, Pet Ranching consists of a huge array of features (some of which we're detailing in this blog), but we'd like to work with the community to identify exactly where you want to take this concept. We think it has huge potential, and cannot wait to hear your thoughts. We'll begin the Pet Ranching journey with a very work-in-progress look at the skills guide, see below for more details.
[tr][td]Level[/td] [td]Unlock[/td] [/tr][tr][td]1[/td] [td]Ability to have 1 Pet in your roster.[/td] [/tr][tr][td]11[/td] [td]Ability to have 2 Pets in your roster.[/td] [/tr][tr][td]15[/td] [td]Access to the Lumbridge and Varrock Pet Raids.[/td] [/tr][tr][td]20[/td] [td]Access to Daycare Centre.[/td] [/tr][tr][td]21[/td] [td]Ability to have 3 Pets in your roster.[/td] [/tr][tr][td]25[/td] [td]Access to Pet Healing Centres.[/td] [/tr][tr][td]31[/td] [td]Ability to have 4 Pets in your roster.[/td] [/tr][tr][td]35[/td] [td]Access to the Falador and Seers' Village Pet Raids.[/td] [/tr][tr][td]40[/td] [td]Ability to use Pet moves outside of battle.[/td] [/tr][tr][td]41[/td] [td]Ability to have 5 Pets in your roster.[/td] [/tr][tr][td]51[/td] [td]Ability to have 6 Pets in your roster.[/td] [/tr][tr][td]55[/td] [td]Access to the Ardougne and Canifis Pet Raids.[/td] [/tr][tr][td]75[/td] [td]Access to Darkmeyer Pet Raid.[/td] [/tr][tr][td]85[/td] [td]Access to Prifddinas Pet Raid.[/td] [/tr][tr][td]99[/td] [td]Unlock the Skill Cape.[/td] [/tr][/tabel]
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Obtaining Pets

To start training Pet Ranching, you'll need to obtain your first pet. Pets are for life, and not just for Christmas. To collect your first pet your account will need to be at least 10 days old. Once your account is 10 days old, just head to Professor Magic Tree, who'll let you choose between three pets.

Heron: A long-legged bird that likes to fish. The Heron pet can have a dowsing effect on your opponents with water-based moves.

Phoenix: A fiery bird which rose out of ashes. The Phoenix pet can singe your opponents with fiery-based moves.

Tangleroot: A small living tree creature. The Tangleroot pet can savagely cut and snare your opponents with its grass-based moves.

Professor Magic Tree will also give a new tracking tool for all of the pets across Gielinor: the National Database of Enemies, Creatures and Known Species - or National DECKS for short.

If you want to get more pets, you will have to wander various areas of Gielinor - from forests to various dungeons and maybe you'll even find some in the desert!
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There are two things to note regarding storing pets:

You can store pets in your roster, and carry them around with you around the world, but the number you can carry is based on your Pet Ranching level.

Alternatively, you can store them in your Menagerie, which we'll make accessible from any bank via a device called a Pet Caller, or PC for short.

Finally, when obtaining a new pet in any way, there is an extremely slim chance (1 / 8192) of obtaining a special variation of your pet, with alternative colours.
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Daycare Centre

Pet ranching will see the addition of the Daycare Centre to the town of Taverley. You'll be able to leave up to two pets here at anytime. The Daycare offers two awesome features for your pets:

Offline Training: When kept at the daycare, your pets will slowly become more powerful, obtaining new moves along the way - all whilst you go about everything else you'd rather be getting up to, such as slaying dragons or even sleeping IRL!

Breeding: If you keep two pets of the same kind at the Daycare, they may even breed which lets you obtain a baby form of the pet - how adorable! Don't worry if you don't have two of every pet, as we'll be adding a new shapeshifting pet that can breed with any other pet.

As ever, we're open to feedback, and we could consider opening multiple Daycares around the world, with varying level requirements if desired - please do let us know,
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Pet Battling

Now we're getting to the good stuff. Pet battling. Let's start with a few key details:

Each pet has a main type. Tangleroot is a grass type pet, Phoenix is fire, and Heron is water.

Each pet can learn a whole range of abilities which have various effects and deal damage to opposing pets. Each move has a main type.

Damage dealt will depend on the opposing pet's type, types have advantages and weaknesses, such as water beating fire. This is what is known as super effective.

Pets have HP levels which increase as you train them, like how your own HP level increases! This increases how much damage they can endure before dying.
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Let's talk about finding battles. This can take place in multiple ways. This can be done by battling pets you encounter in the wild (you can either fight or catch these pets), you can battle against NPC Pet Ranchers found around the world, and lastly, we'll be adding the ability to do PVP Pet Battles. To enter a PVP battle, you must simply lock eyes with another player. A battle at this point is inescapable and must take place.

Now you're in the battle, the mechanics are extremely simple. Each participant will simply take turns selecting their action, be it to attack with an ability, or to attempt to catch the opposing pet (should it be a wild encounter). Choose wisely, strategic choices will be required in tough battles!
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Pet Raids

In the last few years we've seen the addition of two raiding dungeons to Old School: Chambers of Xeric and Theatre of Blood. Both have been fantastic additions to the game, with thousands of players playing both of these every single day. Something we really want to ensure is that each raid offers a different experience, and with Pet Raids we're confident we're offering something completely new.

This feature is for only the most accomplished Pet Ranchers, with the most powerful pets - but there are many raids and they vary in difficulty, so find the one suited to you!

The true Pet Raid - the hallmark of Pet Ranchers, if you will - is Gielinor's Ultimate Pet League. Conquer here and you'll become Champion of Gielinor! You'll be listed in the hall of fame, forever marked in history as the very best. That'll be no small feat. To even gain access to the Gielinor Ultimate Pet League, you'll need to have defeated all 8 regular Pet Raids which are found across Gielinor. They are found in 8 different cities and each is ruled by its own accomplished Pet Rancher, and challenging each comes with its own level requirement (see skill guide above):

Expect a serious challenge from the Ultimate Pet League. You'll come face to face with 4 of the strongest Pet Ranchers in all of Gielinor, known as the Leet 4. Beat these and you'll find yourself facing off against the current champion of Gielinor.
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Additional Features

There will be a host of other smaller features coming to the game for Pet Ranching, and we've detailed some of the more important ones here.

Firstly, you'll be able to get a bicycle, due to the need to do much more traversal of Gielinor. You'll no longer need to carry around stamina potions, as you'll lose no run energy when riding your bicycle. You'll not be permitted to use it indoors. If you try to do so, then Professor Magic Tree will tell you not to. After all, there's a time and place for that. Pets can also ride on your bicycle, but may refuse - in that case you can simply poke em on.

Probita will also be offering a selection of pet toys to keep your pet's teeth nice and strong. She'll even offer the first for free, so make sure to pick a chew toy to suit your needs.

As with any skill, there'll be a skill cape to attain! Unlike other skills, we will not charge you 99k coins to acquire this cape. The PetsCape must be made directly from your pets, by using a knife to separate the hide. Watch out for easter eggs, though, as there's more than one way to skin a baby mole.

It's a good time to mention that your pet's abilities aren't only useful in battle, they can be used outside of battle should you have the required Pet Ranching level! Here are some examples, but we hope to add many more:

Baby mole can dig, taking you back to your respawn point.

Hellpuppy can burn trees, clearing your path - we know how much you hate those trees by that fairy ring.

A host of pets such as Heron, Phoenix, and Kree'arra Jr can fly, carrying you quickly to any city you want. We understand this may be considered overpowered - so it'll be limited to cities you've visited previously only.

Bloodhound can sniff out treasure, randomly finding items for you.

Kraken can surf, carrying you across water to new locations you've never reached before - Pet Ranching is everything Sailing could offer and more!

Abyssal Orphan can teleport you, meaning you don't have to carry runes or teletabs in your inventory.
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Other Changes

There are some other changes we'd like to make to Old School in the near future too, completely unrelated to Pet Ranching:

Purple Sweets have long gone underused, so we'll like to make them grant you 1 level up in any skill.

Quest dialogue has often been skipped, so we'd like to make text appear one word at a time in a newly designed chatbox which you aren't able to speed up.

We know how many of you hate runecrafting, so we're looking to add a new item called the 'XP Share', bind it to any skill you want, and half of any gained XP will go to that skill instead!
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That's it!

Old School has got 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 with Pet Ranching then please do let us know!

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

Easter Event

Bericht door Bot »

Easter Event

Originele tekst



These might be unprecedented times, but that doesn't stop the Easter celebrations in Gielinor!
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Easter Event
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Spring has sprung, and so have hundreds and thousands of bunny rabbits, hopping right out of a magical portal and straight into East Falador. Perhaps that troubled looking magician has something to do with it? You'd better skip over there and find out.

As always, there are no membership or skill requirements to enjoy this special Easter event - just bring yourself (and perhaps a carrot or two).


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New Account Restrictions
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While the Support team works hard to clamp down on cheats in the game, it can be especially hard for them to do so when new accounts can gather items of value and pass them on so easily. In general, we try to avoid anti-bot measures that impact legitimate players, but sometimes it's necessary for the long-term health of the game to take action against cheats. We've therefore applied some restrictions that will prevent brand-new F2P accounts from trading items to other players. The good news is that they can still receive items from other players, so you can still give supportive gifts to your newb friends.

From now on, the following rules will be in place for all brand-new F2P accounts:
  • Items dropped by a brand-new account cannot be picked up by other players, although brand-new players can still pick up items dropped by others.
  • If a brand-new player is PK'd, the PKer will still receive most of their tradable items - the exception is noted items, which are capped at 20 notes per item.
  • Brand-new players may receive items in a trade but cannot give items away.
  • Brand-new players cannot log in to PvP worlds.
  • Brand-new players cannot create 'Sell' offers for commonly botted items on the GE.
  • Brand-new players cannot add items to the Party Chest.
  • Brand-new players cannot stake in the Duel Arena.
These restrictions can be removed by logging over 20 hours of game time, earning 10 quest points, and reaching 100 total level. Alternatively, you can purchase membership to bypass these requirements.


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Merch Update
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The Merch Store has been updated with a new range of phone covers featuring the designs from the Skill Capes! Available for all popular models.

It's also worth pointing out that from now on, spending over 50, EUR60, or $70 will get you free shipping. It's a permanent buff, so keep it in mind!

We don't expect any delays to deliveries due to the ongoing COVID-19 situation, but we will keep you updated.

If you have an issue with your order, please reach out to the shop support team.


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In Other News
The team is working hard to resolve the login issues players may be experiencing since the restrictions were put in place on the 27th of March. We will keep you updated as soon as we have more information for you.

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. On the west of the Atlantic, the host for the Standard PvP world will be W324, USA, and for the F2P PvP world, W417, USA. The members-only LMS world will be W333, UK, and the F2P LMS world will be W469, US.
  • Female character models now hold certain items correctly.
  • Now that your Hosidius favour does not decrease, Marisi no longer offers to protect crops for a fee if she's already doing it per gratis.
  • The sacred eel Fishing spot bubbles have been recoloured to help players see them.
  • The Corrupted Gauntlet no longer gives extra capes to players who have one stored in a costume room.
  • Some spammy messages that played in Nightmare Zone when a boss transitions to another form instead of dying have been filtered.
  • You will no longer be stuck with the wrong spellbook if you leave the Last Man Standing waiting enclosure before the battle starts.
  • The Eternal Teleport Crystal is now prioritised over a greater selection of other items on death.
  • The looting bag now accepts deposits without an initial delay within the Wilderness on PvP worlds, like it does on standard worlds.
  • The looting bag now makes you wait a while before you can destroy it in PvP combat in dangerous areas, matching the behaviour for dropping items manually.
  • The Fountain of Rune no longer charges members-only items on F2P worlds.
Stay tuned in the coming weeks for more updates from Poll 70!


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, Kristy, Lenny, Lottie, Maylea, MikeD, Nasty, Oasis, Roq, Ry, Steve W, Sween, Tide, Vegard, Weath & West
The Old School Team
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Atem_nijo
Berichten: 3447
Lid geworden op: dinsdag 18 oktober 2016, 23:10

Re: Nieuwsberichten van de website

Bericht door Atem_nijo »

Leuk event en leuk zwaard als reward
Bedankt aan alle Lunagangers voor de mooie tijd op dit forum!
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