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Berichten: 954
Lid geworden op: woensdag 5 december 2007, 17:55

Smithing and Silver Crafting Interfaces

Bericht door Bot » donderdag 8 augustus 2019, 12:05

Smithing and Silver Crafting Interfaces

Originele tekst

This week sees updated Smithing and silver crafting interfaces alongside other helpful changes. We're also improving Song of the Elves related content.
AfbeeldingSmithing and Silver Crafting
The silver crafting interface now has quantity buttons like the gold crafting interface does, allowing Make-All and other quantities to be selected via a left-click/tap. Its layout has been adjusted to accommodate this, and to show its requirements information more conveniently. Its borders are also now consistent with other related menus. The silver crafting interface has had some additional usability adjustments to take advantage of its available space, making it easier to see at a glance if a higher level is needed to make a particular item, and naming the unique moulds used by special items. Its borders now use the original Old School style like other related interfaces do (specifically gold crafting, anvils and tablet lecterns).
AfbeeldingThe Tithe Farm
Left-Click/Tap WateringPlants within the Tithe farm can now be left-clicked or tapped to be watered - providing you have the means to do so.Bologa's BlessingBologa's blessing is now given in numbers of 10 blessings for 1 point instead of 1 blessing for 2 points in Gricoller's shop.
AfbeeldingEcumenical Keys
AviansiesAviansies now drop Ecumenical keys in the Wilderness God Wars dungeon to make them consistent with all other creatures there. They were originally left out due to a unique noted Adamantite bars drop. However, this is no longer unique as Aviansies in the standard God Wars dungeon drop these for players with the Fremennik Hard diaries completed. Drop Rate and TimerThe drop rate of Ecumenical keys is now 1/60 regardless of how many you already have. The timer that was in place to stop players getting multiple Ecumenical keys within two minutes of each other has been removed. The total number of keys you may own at a time has not been changed.
AfbeeldingSong of the Elves Tweaks
Following feedback from the first two weeks after launch, we've made a few changes to Song of the Elves content.Zalcano
  • Zalcano's symbols now take slightly longer before dealing damage.
  • The damage taken when standing beneath Zalcano after she's been knocked down has been reduced.
  • The quick-pass option on Zalcano's prison barrier has been removed, as it served a limited purpose.
  • The falling rocks during the Zalcano encounter now deal damage when hitting the floor rather than the player to be consistent with other similar mechanics.
  • Zalcano now takes a consistent amount of time to destroy the glowing rock.
  • Zalcano's death animation has been extended to prevent her from reappearing for a brief moment.
  • The drops from the Golem will now only be given to the player who deals the most damage.
The Gauntlet
  • When creating items within the Gauntlet, the interface will remain open provided you have the ingredients to create other items.
  • Killing a duplicate tier 3 creature within the Gauntlet will now have a guaranteed chance to drop a different powerful weapon component, provided you don't already have one. This was previously a 1/2 change.
  • The scoreboard in the Gauntlet lobby has been extended to display your deaths and the global deaths for each version of the Gauntlet.
Crystal WeaponsCrystal weapons and shields with 2500 charges (or brand new ones) will now stack in the bank. Note that these will not automatically stack in the bank after you log in, but will be converted whenever they are equipped or gain/lose any charges.
AfbeeldingThe Gauntlet Competition
We're thrilled to announce we have our four winners to the Song of the Elves Gauntlet competition! Back in our Song of the Elves progress blog, we challenged you to complete the Gauntlet in the fastest times possible in the two weeks after launch. Since then, the competition was expanded to include the corrupted Gauntlet as well as pre and post balancing changes. This means we have four winners who will each receive a custom Old School GT Omega Pro gaming chair!Standard Gauntlet (pre-change): Playgrounds - 3:45Corrupted Gauntlet (pre-change): Vuleka - 5:35Standard Gauntlet (post-change): Kelvino - 3:12Corrupted Gauntlet (post-change): Woox - 4:45Congratulations to all our winners! You can expect an inbox message in the coming days detailing arrangements for your prizes.
AfbeeldingAdventure Paths
In the New Player Experience blog we posted back in May we spoke of our ambition to better welcome new players into our community, and the challenges we faced in doing so. In the same blog we suggested a few changes to 'getting around' the map. We mentioned a transport system, and the idea of making Agility available to free players. The transport system proved to be very unpopular, and it isn't something we'll be implementing. Your reaction to Agility was positive, and whilst we haven't fully explored the idea, it could still be implemented at a later date. In addition to helping new players get around, we spoke about helping them get started. We suggested a task-based system which would introduce early objectives to new players. Unlike achievement diaries, the tasks would be smaller milestone-driven tasks and offer small rewards. With today's update we'll be introducing a new task system called Adventure Paths for new players. We need to test the content to see whether or not it helps new players find their feet, and so it will only be made available to some new accounts for the duration of the testing period. We're still going to keep to the promises laid out in the new player blog: only new players will see the tasks, the rewards are existing items already found in-game, any equipment given to free players won't be best in slot, Iron players won't be able to access the tasks (and consequently the rewards), the interface fits with Old School, and we aren't looking beyond level 20 in any skill. There is one change to the list in the promises section that we'd like to explain.When we began development the rewards were untradeable. As we progressed it became apparent that it would prove difficult for new players to easily distinguish between the likes of a tradeable Steel med helm and an untradeable Steel med helm. We looked at ways to solve this concern, such as including a tag like (un) or (untradeable) in the item name, but that introduced more problems:
  • Other untradeable items don't have tags like this in the name.
  • Mobile players would lack the ability to hover over items so likely wouldn't notice it.
  • There'd be multiple stacks of items in a players inventory (like a stack of Bronze arrows (un) and ordinary Bronze arrows).
  • If a player wanted to cast Wind strike with Mind runes (un) and Mind runes in their inventory, which rune would be used first?
We want to avoid confusion as much as possible to avoid players leaving the game through frustration. It's important to remember that this update's purpose is to engage new players. We looked at the possibility of creating new items, like tiers of a new Training armour, however the look and feel of armour and weaponry is key to Old School's nostalgia and we feel that adding new equipment at an early stage would take away from that. We also considered the level up messages. A new player reaching level 5 Defence will be told that they could use Steel equipment whilst they had a tier of Training armour. They wouldn't know whether their Training armour was better or worse than Steel without having them to compare against.These considerations led us to decide to make all of the rewards tradeable. We're remaining extremely mindful of the rewards we give and ensuring that any equipment given is appropriate for their level range (whilst not being best in slot). The value of the rewards must also be kept to a reasonable level. With this in mind, we promise that any reward from completing a single task will always be under the value of 10,000 coins (with very early tasks rewarding significantly less than that), and the reward from completing an entire path of rewards will be kept to a maximum of 15,000 coins.
AfbeeldingRuneFest 2019 Merch
The Official RuneFest 2019 Tees and Hoodies are now available for pre-order (until Sunday August 18th 23:59 UK Time)! This year's design is inspired by the majestic volcano that can be found on Fossil Island. If you've already bought your ticket for RuneFest 2019, we've sent you an email with further instructions. Check your mailbox! If you haven't bought your RuneFest ticket yet, just head to Eventbrite and you'll be able to add your precious loot to your order before checkout.
Pre-ordering saves you money on non-personalised tees (2 off event RRP) and hoodies (5 off event RRP). It's also the only way to get your tee personalised and guarantee a tee or hoodie in your size. XXS, S and XXL and XXXL non-personalised tees are only available to pre-order.For any questions about your pre-order of the RuneFest merch, check out this FAQ.
AfbeeldingNewsletter Competition
We're hosting an email-subs-only competition so keep an eye on your inbox! Winners will get their hands on the Crystal Bow pin and Crystal Halberd keyring set. To enter, make sure you've subscribed to our communication updates by Sunday, August 11th, 23:59 UK time, and wait for an email from us on Tuesday 13th. To do this, go to your Email & communication preferences in your Account Settings on the Old School website!This is just one of the exclusive perks our newsletter subscribers can enjoy, with many more coming over the next few weeks.
AfbeeldingIn Other News
The PvP World Rota is switching over to Period B. On the east of the Atlantic, host the Standard PvP world (W25, UK) and the F2P PvP world (W71, UK). On the west of the Atlantic, host the Bounty Hunter world (W19, USA) and the High Risk PvP world (W37, USA).
  • The Shilo village shortcut has now been changed to require the medium Karamja achievement diary instead of the elite.
  • The dialogue in the Cook's Assistant quest, text in the quests log, and windmills have been updated to be more informative and to have improved usability.
  • An issue in the Theatre of Blood where the Maiden's blood pools spawned within her area as well as another issue where blood splats would occasionally be invisible have been fixed.
  • Some brown polygons have been removed from the Salve amulet and its variants.
  • The bonds menus no longer let non-members redeem bonds for name changes as they can't use them.
  • Unnecessary menu options have been removed from the spellbook-switching altars in Achievement Galleries.
  • The missing apostrophe has been restored to the name of the Doctor's hat.
  • Pending damage is no longer cleared as a player crosses the stepping stone near Zul-Andra.
  • Some grammar in the Agility skill guide has been made more consistent.
  • Various game messages are now spam-filtered during Alchemical Hydra fights.
  • Some grammar has been corrected when a seed pod is activated to summon a pilot.
  • An outdated graphic in the Thieving skill guide has been updated.
  • Some ship decking has been removed from the ground near Melzar's Maze.
  • Some tiles in Molch now correctly allow items to appear when dropped there.
  • It is no longer possible to use the portal nexus or Theatre of Blood lobby to scry whilst on a Deadman world.
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, Bruno, Curse, Ed, Gambit, Gee, Ghost, Husky, John C, Kieren, Lenny, Lottie, Maz, Nasty, Roq, Ry, Sween, Tide, Weath, West & Wolf The Old School Team

Berichten: 954
Lid geworden op: woensdag 5 december 2007, 17:55

Poll Blog: Elf Graphics, Crystal Equipment and the Iorwer...

Bericht door Bot » donderdag 8 augustus 2019, 17:05

Poll Blog: Elf Graphics, Crystal Equipment and the Iorwerth Dungeon

Originele tekst

AfbeeldingGraphical Changes
In the day one report following the release of the quest, we discussed Elena's chathead. This was later polled, and consequently changed to a version that is made up of elements from both the original and new styles. In the same blog, we mentioned plans to poll other changes regarding the style of the elves as well. The questions below will be opinion questions rather than standard 75% Pass/Fail poll questions. This means we will choose the most popular results and implement them accordingly.We're not offering to revert all elf models back to their originals because we'd like to maintain a consistency in style. Many of the elves introduced with Song of the Elves were brand new so their current appearances are their original versions. Poll Question #1
Should the skin colour of the Iorwerth elves be changed from purple to match the skin colour of other elves?Similar to the compromise version of the Elena chathead which has been implemented in game, we propose a less detailed version of the elven chatheads. Lord Iorwerth's chathead is used below as an example to show the style that would be applied to all elves if it is chosen. Features such as the eyebrows and cheekbones are less prominent in the proposed chathead style, reducing the level of detail.
AfbeeldingOption A - The existing chathead
AfbeeldingOption B - The proposed chathead
Poll Question #2
Which style of chathead do you prefer from options A, and B, as shown in the poll blog? If the proposed style is more popular than the current one, it will be applied to all elves in the game.In regards to Lord Iorwerth's model, we received feedback that it was too detailed in terms of shading and that the colour scheme lent itself to making him appear evil. In response to this feedback, we would like the propose a model (B) that addresses these issues. The proposed model has reduced shading and a blue color scheme. Detail in the face was also reduced. To give a full range of choice, we're also offering another model (C) which has been further reduced in detail from the existing one. It has had the robes and shoulder armour removed and the chest proportions changed, making the character less imposing.Unlike the chathead style question above which would be applied to all elves, this question refers to the model of Lord Iorwerth only. The vast majority of feedback gathered referred to the chatheads of Elena and the elves while feedback around the models was centered around Lord Iorwerth specifically.
AfbeeldingOption A - the current model
AfbeeldingOption B
AfbeeldingOption C
Note that the skin colour of the Iorwerth elves will change based on question #1. If the skin colour selected doesn't match the model that is selected, the model will be changed accordingly. Poll Question #3
Which version of Lord Iorwerth's model do you prefer from options A, B, and C as shown in the poll blog? The most popular choice will be Lord Iorwerth's appearance throughout the elven questline.Priestess Zul-GwenwynigThe chathead and model for Priestess Zul-Gwenwynig were changed accidentally when the Song of the Elves update launched, comprising of different 'kits' that other elf models use. To fix this issue, her model will be changed to be more similar to the original and her chathead will be changed according to the style that is most popular in question #2.Dragonstone ArmourBased on feedback to the Dragonstone armour received as a potential reward from the enhanced crystal chest, we would like to offer a different appearance. Many of you felt that the armour was too detailed and intricate to fit the Old School feel. In response, we are offering a version with reduced detail and shading.
AfbeeldingOption A - The current model
AfbeeldingOption B - The proposed model
Poll Question #4
Which version of Dragonstone armour do you prefer from options A and B as shown in the poll blog?
AfbeeldingCrystal Equipment Charges
The most popular feedback regarding the Blade of Saeldor is that the charges run out too quickly. This means the time spent acquiring crystal shards and charging the weapons is too high relative to how long the sword can be used for. The initial pitch, which included the current capacity, was offered when the sword also included a special attack. Since no special attack was added, we think it might be the right time to revisit its charges. After discussing this internally, we decided we would like to standardise the max charge capacity of all crystal items. With this in mind and in response to your feedback, we intend to poll the following two questions: Poll Question #5
Should the total number of charges held by all crystal items be changed to 20,000? This would include the new Blade of Saeldor and Crystal armours.Poll Question #6
Should the amount of charges provided to the Blade of Saeldor by each Crystal shard be increased from 25 to 100?
AfbeeldingThe Iorwerth Dungeon
We would like to offer to increase the level of the monsters found in the Iorwerth dungeon for those who wish to train Slayer there. Doing so will mean they award more experience per kill as they'll have higher hitpoints. Poll Question #7
Should the creatures found in the Iorwerth Dungeon be levelled up to match the kinds currently found in the Catacombs of Kourend?Let us know what you think of the proposed changes ahead of the poll which is due to open tomorrow on Friday (August 9th) and close on Tuesday (August 12th). Once the graphical changes have been decided and implemented, we won't look to make any further changes to the appearance of Song of the Elves related content as we move on to upcoming projects. Thank you all for your feedback!
Mods Acorn, Archie, Ash, Bruno, Curse, Ed, Gambit, Gee, Ghost, Husky, John C, Kieren, Lenny, Lottie, Maz, Nasty, Roq, Ry, Sween, Tide, Weath, West & Wolf The Old School Team

Berichten: 954
Lid geworden op: woensdag 5 december 2007, 17:55

Bounty Hunter Rework Design and PvP Changes

Bericht door Bot » dinsdag 13 augustus 2019, 15:35

Bounty Hunter Rework Design and PvP Changes

Originele tekst

AfbeeldingThe Bounty Hunter Rework
The long-awaited design for the Bounty Hunter rework is finally here! The proposed design overhauls many features of Bounty Hunter and includes a new points system, player bounties, and a brand new rewards shop. Each of these aspects were designed with three aims in mind: to make the minigame more rewarding, more exciting to play, and more attractive to both experienced PKers and beginners to PvP. Your feedback will be invaluable in shaping the minigame, so make sure to let us know what you think! We would also like to run a beta to test the proposed changes before changing the live game. A thank you goes out to all the players involved in the Bounty Hunter discussion that helped shape this design. ~ Mod GambitClick or tap on each of the drop down menus below to read about that feature of the rework. We reccommend reading this in order to get a sense of how the overall system would work:The Points System
AfbeeldingThe Points System
The top piece of feedback on Bounty Hunter was that it's not rewarding enough to play. This called for a redesign of how players get rewards and the system for determining how much/what they should get. To address this, we propose an overhaul of the points system used to purchase items from the shop. Here's a breakdown of how players would receive points in the revamped version of the minigame. This system was designed to be simple and to reward players for each kill they get:
  • A player who kills their BH target receives 1 point
  • Players on a killstreak of 3 or more receive double points
  • Players on a killstreak of 10 or more receive triple points
  • A killstreak ends when you are killed by any player, log out, or skip a target (with some exceptions).
  • Your target is located in a multicombat area
  • You have been matched with your target for over 10 minutes
  • Your target does not have a mysterious emblem of the same or higher tier as you in their inventory (more on mysterious emblems later)
These are the exceptions that would allow you to skip a target without losing your killstreak. These are intended to prevent griefing.Players will also receive bonus points at certain milestone in a similar way to how Slayer points are awarded (see table below).
Like Slayer points, these would be awarded each time the milestone is hit. This means you would receive 25 additional points for the 10th, 20th, and 30th kills and so on. These would be in addition to the points you receive per individual kill (1, 2 or 3 points depending on your killstreak).
Player Bounties
AfbeeldingPlayer Bounties
As an additional challenge, players may complete tasks to receive an immediate 10 points. This will add variety and an extra level of challenge. The tasks will appear in the chatbox and differ from player to player. They will change automatically every half an hour. If you do not wish to complete the current bounty, it may be skipped immediately up to three times per day.
  • Get 2 kills without leaving the wilderness (crossing the ditch), trading, or picking up items from the ground
  • Kill an opponent using Ranged/Melee/Magic on the last hit
  • Kill an opponent while risking 250,000 GP (in coins/platinum tokens only)
  • Kill an opponent without using any prayers
  • Kill an opponent without using a special attack
  • Kill your opponent without using Protect Item
  • Kill your opponent without any stat boosts
One of these tasks would be available every 30 minutes. When you complete a task, you must wait for the remaining minutes on the timer to deplete before receiving your next. For example: a player receives their task and the 30 minute timer to refresh it begins. If they take 10 minutes to complete it, they must wait the remaining 20 to receive a new one. If the timer fully depletes before they complete the task, they will receive a new one. Players will be able to check their current task and remaining time to complete it using the new overlay described in a later section of the blog. It is not expected that players who are new to BH will complete the tasks as they are not compulsory. They are intended to add an extra incentive for the more accomplished bounty hunters. Players who do not wish to complete player bounties can 'hide' them with a button in the interface - this is described later in the BH Interface section.Technical limitations prevent us from giving out tasks based on specific equipment being used. Let us know your thoughts on the proposed tasks and feel free to suggest additional ones.
The BH Store (Bounty Crates and Items)
AfbeeldingThe Bounty Hunter Shop
The existing BH shop faces a number of issues. Players are not motivated to buy supplies from the shop because it's more profitable to buy the items which give the best GP value per BH point. This make the majority of the shop redundant and unexciting. We propose a new shop that sells crates containing supplies and the chance for unique loot. This shop would also sell cosmetic rewards and new supplies. The points earned from the points system and player bounties would serve as currency for this shop.
AfbeeldingBounty Hunter Crates
This is where players will make the most profit in the new system. These crates aim to serve as a consistent GP income and have a chance to offer big rewards. At a cost of 5 points in the shop, they would contain supplies and loot worth 100,000 GP on average. They would also roll once on a unique loot table which would contain the following items:
  • An upgrade for the Saradomin sword. This item would reduce the sword's special attack energy cost to 60% and deal magic based damage.
  • All Ancient Warriors' weapons. These would work in PvP only and Vesta's longsword would have a special attack costing 50% rather than 25%.
  • An Abyssal dagger upgrade. This would reduce its special attack energy cost to 25% and increase its accuracy by 20%.
  • Mysterious emblems. This would include all tiers.
  • Corrupt Dragon weaponry (battleaxe, dagger, longsword, mace, scimitar). These would require 20 attack and have the same stats as equivalent Dragon weapons. Once equipped, they will become untradeable and begin degrading to dust, which takes 30 minutes. They would only work in PvP. We're open to feedback on whether or not these should have the equivalent special attacks, or if the stats should be adjusted.
  • A Granite maul upgrade. The Granite maul is discussed in the detail in the PvP changes section of the blog. See that Granite maul drop down menu in that section for more infomation on how this upgrade item will work.
The shop would also offer a variety of other rewards that could be bought directly:Bounty Hunter Hat We would also like to add a new hat to the BH shop which would be available for free. This would be cosmetic only and exist separately to the existing Hunter's Honour and Rogue's Revenge. The current hats only show whether you have more target kills or rogue kills. This new hat would change in appearance at given milestones. It would have six tiers, upgrading at each of these target kill milestones: 10, 100, 500, 2000, and 5000. SuppliesThe shop would offer the following supplies:
  • Omni runes. These are an untradeable rune that acts as all elemental runes that are usable in PvP areas only (1 point for 100 runes)
  • Teleport tablets for the Teleport to Bounty Target spell. These would require that the spell has first been unlocked (1 point per tab)
Cosmetic Recolours:
The following items would have recolours offered in the shop (25 points each):
  • Magic shortbow
  • Spiked manacles
  • Rune crossbow
  • Rune crossbow
  • Ghostly robes
  • Elder chaos druid robes
  • Fighter torso recolours
  • Ancient staff
Special Attack Recolours (permanent unlocks):The following special attack animations could be changed to appear a different colour as a permanent unlock (100 points each):
  • AGS special attack animation: swirl appears gold (normally white)
  • BGS special attack animation: slam appears gold (normally white)
  • SGS special attack animation: uppercut appears gold (normally blue)
  • ZGS special attack animation: swipe appears gold (normally red)
  • Rune pouch. This would remain in the shop (250 points)
  • The teleport to target spell unlock (250 points)
Along with this shop, a new Bounty Hunter NPC could be added - the Emblem Trader is only interested in mysterious emblems, after all! This new NPC would host the shop as well as explain the rules of Bounty Hunter. They could also provide stats such as your number of kills (this is mentioned later in the BH Interface section). If having two NPCs (the emblem trader and the new one) would be confusing, the Emblem Trader's duties could be handed over to the new NPC. Let us know what you think of this idea. The point costings of all rewards are suggested only and subject to balancing. Let us know how these should be tweaked in your feedback. We're also excited to hear which weapons you think could receive upgrade items for the crates or any other items you think would belong there! Mysterious Emblems
AfbeeldingMysterious Emblems
So if points from the new system are used to buy from the shop, where does this leave mysterious emblems?The current mysterious emblem system faces two major issues. Firstly, it is not profitable enough for players. Second, the system lends itself to being boosted. To prevent boosting with alternate accounts, mysterious emblems must produce zero net gold. However, they must produce a profit for individual bounty hunters who wish to use them. This is our proposed solution: The first step is to ensure mysterious emblems only come from Bounty Hunter. This means making all tiers untradeable and removing them from the Wilderness Slayer loot table. New emblems would also no longer be generated by killing your target (you would still receive upgrades to your existing emblems).For those of you concerned about reducing the profitability of Wilderness Slayer (or PKing Wilderness Slayers), we can increase the loot awarded from Larran's chest. Feel free to suggest how much this should be changed by if you feel it needs increasing. So where would emblems come from? Emblems would be bought and sold to and from the emblem trader. In the new system, a player willing to accept the extra risk would purchase an emblem from the trader, upgrade it by killing a target with another emblem, and sell it back to the trader for a profit. Below is a proposed table for the prices of each mysterious emblem tier:
To be eligible for an emblem upgrade, you would need to kill a target with an emblem of the same or higher tier. Killing them would upgrade your emblem while theirs is lost. In this way, the emblem system would generate zero net gold, removing the potential profits for emblem farmers while being profitable for solo PKers. An example: two players buy a tier one emblem from the trader for 75k each. They receive each other as targets and Player A kills Player B. Player A's emblem upgrades to tier two and Player B's emblem is lost. Player A's emblem is now worth 150k and they can sell it to the emblem trader for a profit for 75k. Alternatively, they could risk their tier two emblem for a shot of doubling its value again. The purpose of emblems in this system is to allow players to choose their level of risk while playing BH and be matched with players of similar risk. You would be able to freely skip targets who don't have a mysterious emblem of the same or higher tier without affecting your killstreak. This means you have the option to fight targets with lower risk but are not forced to.To ensure finding a target with a chance to upgrade your emblem are not too rare, the total number of tiers would be reduced to five. In summary, mysterious emblems would be used by players looking for additional chances to earn gold while playing BH. A successful BH player would match with others carrying emblems, gain upgrades and cash in their profits at the emblem trader in addition earning rewards via crates from the shop. The emblems themselves would no longer be used to buy items from the shop directly. We understand that this is a big change to the mysterious emblem system and would affect many players holding onto emblems they currently own. Before any system like the one above is implemented, players would have ample warning and a grace period to prepare. During this time, you'll be able to cash in your stored emblems for the current rewards via the emblem trader. In this grace period, players will be able to sell their tier 10 mysterious emblems to the Emblem Trader for 2,000,000 coins. Any of the old emblems still in players banks or inventories after the grace period will be removed. If the above changes go ahead, players will be able to trade in two tier 5 emblems for a (decorative only) tier 10 emblem. This would be used to make the Mounted Emblem, built in the display space of the Achievement Gallery in a POH.Players on World 45 (Deadman) would still be able to obtain mysterious emblems via wilderness Slayer since BH is not available on that world. To keep the emblem points system consistent across all worlds, the existing shop rewards on W45 would be converted to the new points system and priced accordingly. Discussion with players within that sub-community will take place to determine what else they would like changed about the shop.The BH Interface
AfbeeldingThe BH Interface
As part of the rework, we would like to improve the Bounty Hunter interface. It currently takes more space than it needs to and would need to accomodate different information if the above features are implemented. We propose removing the Rogue and Hunter kills record to free up space - this information could be given to the player by asking the Emblem Trader or new potential Bounty Hunter NPC.The wealth indicator is also not particularly helpful in determining just how much your target is risking. We would like to remove this as well. A new interface would show the name of your target, whether or not they are carrying an emblem, whether or not you qualify for an emblem upgrade if you kill them, and their location (a range of Wilderness levels similar to the current version). A button would be added for reminding you what your current bounty task is and a button to receive a new one. It would also have a timer showing you the remaining time you have to complete your task. This task section of the interface would be expandable via a button on the interface.If there are any other improvements to the interface you would like to see, make sure to include it in your feedback!
Other Changes
AfbeeldingOther Changes
Here is a list of smaller changes that would be included in the rework:
  • A requirement of 30 combat to receive a target will be added.
  • The 6 minute cooldown after dying to your target, which prevents you from getting a new one will be removed.
  • A 20 second period of immunity will apply to players who have just killed their target, preventing them from being attacked by other players. This would immediately expire if the protected player initiates combat with another player.
  • An indicator on the BH interface showing if your target is in a multi-combat zone will be added.
  • When using the Teleport to target spell, if the target is in level 1 Wilderness, it will teleport you to the dangerous area by default, not the safe zone.
Bounty Essence
AfbeeldingBounty Essence
Another system for upgrading weapons for PvP has also been suggested. Once a weapon has been upgraded with an item earned from crates in the shop (like the Abyssal dagger attachment), it would then be charged with a new resource: Bounty Essence. This resource would be dropped by your targets as well as awarded from crates. It would be tradeable, offering an alternate source of GP for players in the minigame. This system would help balancing the minigame and weapons - let us know if you like the idea!
AfbeeldingPvP Integrity Changes
In our Small Game Improvements poll blog, we discussed a number of PvP Changes. The decisions made regarding each of those changes can be found in the drop down menus below. These changes are separate from the Bounty Hunter design section of the blog. These changes will go ahead without a poll for necessary rebalancing to protect the health of PvP. Large amounts of feedback and ongoing discussion informed these decisions. While no single outcome will please everyone, these changes were decided with the integrity of PvP and fairness at the top of our priorities.The changes mentioned in the Magic Defence Calculation section are not to be made as integrity but are included as a point of discussion. The Granite Maul
AfbeeldingThe Granite Maul
The Granite maul is a weapon almost exclusively used in PvP. Despite being a low level weapon (requiring only 50 Strength and Attack to use), it offers huge KO potential with its special attack because it hits your opponent instantly, allowing you to stack high amounts of damage. On top of this, the Granite maul is low cost compared to other weapons with similarly high KO potential, like Dragon claws and the Armadyl godsword. To re-balance the Granite maul, it's special attack cost is being increased from 50% to 60%. We realise that this is a big change and affects many players accounts that are built around the weapon. To avoid making it unviable in PvP altogether, an upgrade item will be introduced that can be attached to the Granite maul, reducing its special attack energy cost back to 50%. This upgrade item will be available from the Bounty Hunter store for 1,250,000 Bounty Hunter points. In the original blog, we suggested that this item would be always lost on death but in response to feedback, this is no longer the case. However, if the item is not protected, it will be converted to 375,000 coins on death and the Granite maul will be lost. If the shop changes described in the Bounty Hunter rework design go ahead, the same upgrade item will be on the loot table of the Bounty Crates. Until then, the item will be available in the BH store currently accessible via the Emblem Trader. Dinh's Bulwark
AfbeeldingDinh's Bulwark
Dinh's Bulwark is a powerful two-handed shield used for tanking. Because tanking is not a prominent mechanic often required in PvM, the Bulwark is commonly used to tank while escaping PvP situations. In the Small Game Improvements blog, we suggested reducing the Bulwark's stats by 10 across the board. This was offered because we believe that no single item should allow players to tank this effectively for no risk. In combination with inexpensive Black dragonhide armour, the Bulwark leaves players almost impervious to Magic in PvP. In response to feedback, we have adjusted our approach. Instead of reducing all of its stats by 10 points, we will instead reduce its Magic defence bonus from +18 to 0. This is a relatively minor change in terms of how often spells are likely to hit. Rather than make a drastic change and revert it later, we have opted to make this minor change and monitor its effects. Further changes could follow as necessary. Bind, Snare and Entangle
AfbeeldingBind, Snare and Entangle
This topic was not discussed in the original post, but we wanted to address it here. Bind, Snare and Entangle are the spells on the standard spell book that allow you to prevent your opponent from moving for 5, 10, and 14.4 seconds respectively. Currently, these durations are halved if cast on an opponent who is using the Protect from Magic Prayer. In response to player feedback, we will remove this condition. It has been commonly requested that we make the Snare and Entangle spells available to non-members (Bind is already a free to play spell). However, if we make Entangle more effective by easing the conditions, there are concerns it would be overpowered in non-members worlds. So for the time being, only Snare will be made available to non-members. This change will be monitored and Entangle may also be made free to play in future if other changes mean it would not be overpowered.Spec Tabbing, Imbued God Capes, and Untradeables in PvM
AfbeeldingImbued God Capes, Spec Tabbing and Untradeables in PvM
Following feedback on the proposal to revert the teleport restriction that occurs after using a special attack in PvP, we have decided not to go ahead with this change. Imbued God Capes will be changed to behave as other untradeables do and turn to broken form when dropped (by death or manually) in PvP. Similar to other items, Perdu will repair imbued God capes for a fee. This option is preferable to also being always lost on death in PvP.Discussions around how untradeables should behave upon death in PvM are still ongoing. Because it's a large topic and outside the scope of PvP, no decision has been made just yet. Any changes in this area proposed as a result of your feedback and discussion within the team will be polled. Magic Defence Calculation in PvP
AfbeeldingMagic Defence Calculation in PvP
Many of the balancing issues in PvP are a result of the same items also being used in PvM. This inevitably means buffs or nerfs to given items will often benefit one group while negatively affecting the other. A notable example of this is the Bulwark discussed above. Similarly, there are concerns that Black dragonhide is too effective in PvP relative to its cost. One way around this is to change the way items behave in PvP situations, such as how the Toxic blowpipe has a lower attack speed when used against other players. However, it is not easy or practical to have different versions or behaviours of every piece of equipment - this could lead to confusion for players who are not used to PvP, and vice versa. Instead, we'd like to offer a different approach - differentiating the way Magic defence is calculated against players.Currently, Magic defence is calculated using the players' Magic stat and Defence stat. This is weighted 70/30, heavily relying on the former (which is why the Bulwark change mentioned above is expected to have only a minor effect). In Deadman Mode, this was changed to a 50/50 weighting - this could be a useful starting point to make adjustments from. Before any changes are made to the live game, we would like to test adjusting the way magic defence is calculated. These adjustments can be tested in betas (the upcoming second LMS beta or the future Bounty Hunter beta will be good opportunities for this). While any testing is ongoing, we encourage you to try the changes out and let us know what you think. If no particular change is found to be suitable, balancing equipment in PvP will continue as it has previously.
AfbeeldingYour Feedback
As with all designs and updates, your feedback will be crucial in getting this pitch ready for the live game. With your help, we'll make Bounty Hunter fun and rewarding for both existing and future players. Make sure to tell us what you think about each part of the revamp on this Twitter thread, the community-led 2007Scape Reddit and in the #bounty-hunter channel on the commuinity-led Old School Discord. We're also open to suggestions and feedback on every point discussed in the PvP Changes section of the blog. In particular, we'd love to hear your thoughts on whether or not magic defence should be calculated different in PvP than PvM and how it could be weighted. If you'd like to let us know your ideas, please use the same channels mentioned above.
Mods Acorn, Archie, Ash, Bruno, Curse, Ed, Gambit, Gee, Ghost, Husky, John C, Kieren, Lenny, Lottie, Maz, Nasty, Roq, Ry, Sween, Tide, Weath, West & Wolf The Old School Team

Berichten: 954
Lid geworden op: woensdag 5 december 2007, 17:55

Last Man Standing Rewards Poll Blog

Bericht door Bot » woensdag 14 augustus 2019, 15:05

Last Man Standing Rewards Poll Blog

Originele tekst

AfbeeldingLast Man Standing Rewards Poll Blog
On May 13th we put out a development blog regarding the state of PvP in OldSchool that also discussed the Last Man Standing revamp.

There are rewards for any minigame that players invest their time into, and Last Man Standing should be no exception. It should be something that makes players want to invest their time into but is also useful outside of the minigame.

This blog will list out the Reward system and the polled rewards for LMS. We plan to run the poll from Friday August 16th to Wednesday August 21st.
AfbeeldingReward System
We've previously stated that the plan for High Stakes and Competitive games was for players to receive 5 points for taking part, 10 points per kill and an additional 30, 20, or 10 points for placing first, second and third.

We've subsequently had some concerns about these proposals, specifically about them being boostable/botted. As a result, we are proposing the following new points system for your feedback:
  • 0 points for players placing between 20th and 24th
  • 1 point for players placing between 10th and 19th
  • 2 points for players placing between 5th and 9th
  • 3 points for players placing 3rd and 4th
  • 4 points for placing 2nd
  • 5 points for placing 1st
There will also be bonus points available based on the number of kills in a single game.
  • 1 bonus point for any player who gets 3 kills in a game
  • 2 bonus points for any player that gets 5 or more kills in a game
The bonus points do not stack with each-other. At the end of the round the player will be awarded the points based on their finishing position and the additional bonus points if they are eligible. Please note, with this new system you will not be eligible for any points unless you are in the game for a minimum of 30 seconds.
Here are the rewards we would like to offer with Last Man Standing. These will be members only. Please note that we aim to release passed poll rewards as soon as possible. This may mean that not all of the rewards that pass will be released on the launch day.

Deadman Cosmetic Armour
In Deadman, there is a set of armour that players can purchase for blood money. Unfortunately because the armour was underwhelming and blood money could be farmed, the equipment was pretty useless. What we would like to do is remove the stats from the armour and bring in the 3 items (top, bottom, cape) as cosmetics for the Last Man Standing Reward Shop.

Poll Question #1
Should the LMS Reward shop offer a deadman cosmetic armour as described in the blog? This armour set will include the top, bottoms, and cape and will have no stats.Trouver Parchment
Under 20 Wilderness, there are certain untradeable items that instead of being lost on death, stay with the player as a broken version. In order to fix the broken version, the item needs to be taken to Perdu, an NPC who will repair these objects for a fee.

In order to increase the usage of these items across more of the Wilderness, we propose the following:

Players will be able to purchase a consumable scroll from the Last Man Standing Reward Shop. When taken to Perdu, he will offer to enchant one of the items he would normally repair for a fee. This enchantment will enable the player to take that item above 20 Wilderness and have it not destroyed on death. Should the player die within the Wilderness, the item will lose the enchantment. This will occur even with is a PvM death. If the player is PKed while using these items, 75% of the fee will be dropped to the floor as coins for the PKer.

Instead of being destroyed on death, the enchanted item will appear in its broken form as it would as if it was under 20 Wilderness, meaning that players can return to Perdu to repair it.

Each scroll will be tradeable, would enchant one item, and the enchantment would last until the player dies with the item.

This is to widen the variety of items used in the whole of the Wilderness and increase the risk to players. Because players will no longer have to go get these items again with an annoying grind (Defender, Void etc.), you're more likely to see them appear in PvP.

The cost of the enchantment is subject to balancing and testing.

Poll Question #2
Should the LMS Reward shop offer trouver parchment as described in the blog?
For many years Castle Wars have offered the 3 God Halos as rewards. What about the other gods? Armadyl, Bandos, Seren, Zaros and Brassica have been underrepresented in the headwear department! As a result, we would like to offer 5 brand new halos as rewards. These will have the same stats as the existing halos, but will allow you to support the God of your choosing.

Poll Question #3
Should the LMS Reward shop offer the Armadyl Halo as described in the blog?
Poll Question #4
Should the LMS Reward shop offer the Bandos Halo as described in the blog?
Poll Question #5
Should the LMS Reward shop offer the Seren Halo as described in the blog?
Poll Question #6
Should the LMS Reward shop offer the Ancient Halo as described in the blog?
Poll Question #7
Should the LMS Reward shop offer the Brassica Halo as described in the blog?

3 Speed 1-Handed Weapon
For a long time now OldSchool has had the Event RPG, and more recently received the Ham Joint in the Treasure Trails Expansion. We would like to add another weapon to this list, but one more thematically aligned with the regular weapons of OldSchool. This weapon will attack every 3 cycles, be one handed, and have no stats.

Poll Question #8
Should the LMS Reward shop offer a 3 Speed 1-Handed Weapon as described in the blog? This item will have no stats.

Guthixian Icon/Staff of Balance
In early 2018, players were given the ability to add a Saradomin's Light to a Staff of the Dead, offering a little variety as well as a high level magic weapon that could cast Saradomin Strike. But what about Guthix?

With this reward, players will be able to take a Guthixian Icon to Juna, who will infuse it into a Staff of the Dead, creating the Staff of Balance.

The Staff of Balance will carry the same stats as both the Staff of Light and Staff of the Dead, whilst also being allowed to cast/autocast Claws of Guthix.

Poll Question #9
Should the LMS Reward shop offer a Guthixian Icon as described in the blog? This icon, when given to Juna, will allow the player to get it infused to the Staff of the Dead creating the Staff of Balance.

Combat XP Rewards
Similar to how it works in Pest Control, we would like to offer points for XP rewards for LMS points won inside the minigame. Players would be able to exchange the points at the store in combat skills that are above 25. The XP rates for doing so would not be as good as what Pest Control currently offers.

Poll Question #10
Should the LMS Reward shop offer combat XP Rewards as described in the blog? These will be similar to the Combat XP rewards from Pest Control but offer sightly less XP.

Points Exchange
Similar to Barbarian Assault, we would like to offer the ability to exchange a number of points in order to roll on the generic loot table. The table includes a number of alchable items, useful materials and supplies. The exchange system for LMS will not include a pet.

Poll Question #11
Should the LMS Reward shop offer the ability to exchange points, similar to the Barbarian Assault point exchange system, as described in the blog? The points exchange will give the player a roll on the generic loot table that includes alchables, useful materials, and supplies.
You will notice that we have removed Negative XP Lamps, Bolas, and the Staff of Paralysis that was pitched in previous reward design blogs. Due to player feedback, we have decided to remove them and potentially revisit them in the future. We want to thank everyone that was involved in providing us feedback and reward suggestions. Let us know what you think about the polled rewards in the usual channels listed down below. Pending feedback, we will look to poll them from Friday August 16th until Wednesday August 21st.
Discuss this update on our official forums, the community-led 2007Scape Reddit, or the community-led OSRS Discord in the #gameupdate channel.

Mods Acorn, Archie, Ash, Bruno, Curse, Ed, Gambit, Gee, Ghost, Husky, John C, Kieren, Lenny, Lottie, Maz, Nasty, Roq, Ry, Sween, Tide, Weath, West & WolfThe Old School Team

Berichten: 954
Lid geworden op: woensdag 5 december 2007, 17:55

Small Game Updates and Betas

Bericht door Bot » donderdag 15 augustus 2019, 10:10

Small Game Updates and Betas

Originele tekst

This week sees the release of some small game improvements following Poll 68, SOTE feedback changes, and the Line-of-Sight and LMS Betas.
AfbeeldingSmall Game Improvements
We've implemented some of the following small in-game improvements below:Lectern Interfaces
We've added quantity buttons to the POH lecterns and the Arceuus lectern. We've also changed the POH lecterns' menu on mobile devices so that it shows the tablets' names without relying on hover-over text. This does not affect the desktop version of the menu.Marble Lectern
Players may now build a Marble lectern in their POH. This combines the functionality of a Demon and Eagle lectern. This requires 77 Construction, a marble block, a magic stone, and a gold leaf to create.Clue Reward Caskets Graphic Change
The graphic for Clue Reward Caskets now match their clue scroll tier colour. Caskets found during a clue have remained unchanged.Fishing Trawler
The following changes have been made to Fishing Trawler to improve the minigame experience:
  • Leaky holes in the Fishing Trawler now allow more people to attempt to patch them simultaneously without giving dead clicks.
  • The minigame's timer has been corrected as it previously claimed the trip lasted 12 minutes, though it was only 10 minutes long in reality. The true duration has not changed in this update though we are open to polling it in the future.
  • The activity bar in Fishing Trawler will no longer decrease if there's no activity left to do.
SOTE Changes
The following changes have been made to Song of the Elves following player feedback:

Quest Boss Fight Replayability
The Fragment of Seren encounter can now be replayed from the memoriam device atop the Tower of Voices in Prifddinas. This is a safe death. Quest Cutscene Replayability
All cutscenes in the Song of the Elves quest can now be replayed via the memoriam device atop the Tower of Voices in Prifddinas.

Nightmare Zone Additions
The Elven traitor and Essylt have been added to the Nightmare Zone after completion of Song of the Elves.
Ardougne Knight Armour
Ardougne knight armour can now be stored in a Player Owned House.
Gauntlet Crystal Singing Interface
When using the crystal singing bowl in The Gauntlet, you will now be presented with all types of items you can make.
Grand Library Optimization
The Grand library of Prifddinas has been improved graphically to help with frame rate issues some players were experiencing.
Line-of-Sight Beta
For the last 15 years, the way the algorithm calculated line-of-sight was not symmetrical, meaning that a player might be able to range/mage their target without the target having line-of-sight to range/mage back. The reason for making these changes is to have more accurate and fairer PvP and PvM challenges.

In June 2009, RuneScape released an update that changed the way line-of-sight was calculated in order to make it symmetrical. As we all know Old School was released based on a 2007 version of the game, and as such, we still have a non-symmetrical algorithm. We plan to implement the updated line-of-sight algorithm in Old School and as a result, we have opened up the beta worlds to allow you to test it .

The algorithm change could affect a number of things, including but not limited to:
  • Line-of-sight minigames such as: Sorceress's Garden, Piscarilius Thieving Challenges, etc.
  • NPCs attacking you and vice versa from a distance while not being blocked by scenery
  • NPCs such as the Pestilent Bloat in Theatre of Blood
Please go out and explore all of Old School Runescape in the beta and provide us feedback via the channels at the end of this blog post.

Note: As usual, the Inferno is closed on these worlds, since we'd prefer not to enable free practice runs there for all players. The Inferno itself is still being adjusted to handle the line-of-sight changes, since we would prefer the update not to affect how players fight Zuk in there. However, these changes are not yet ready, and when they are, we'll need to arrange a more selective test, rather than sending in the entire community.
Last Man Standing Beta Changes
The Last Man Standing Beta is now open again. We have made the following changes since the last beta:

Gear Changes
  • Removed Occult Necklace from opening load out. This has now been placed in the offensive loot table for crates and keys.
  • Starting positions of the Black D'hide top and Mystic top have been swapped.
  • The number of Morgan's Javelins has been increased from 10 to 1000.
Capped Food in Inventory
Players will no longer be able to have more than 11 sharks in their inventory at any time. The same applies for having more than 2 karambwans.

Infinite Run Energy
Players will no longer have their run energy decreased inside Last Man Standing. As a result, the Stamina potion has been removed from their inventory.
In Other News
  • A stretching issue when Ahrim's skirt was worn while using the pestle and mortar has now been fixed.
  • Vesta's equipment no longer stretches when holding a crossbow.
  • Third Age Druidic bottoms no longer stretch when teleporting.
  • Cormorant's glove no longer stretches when worn with the Dragon plateskirt on female characters.
  • The Chronicle book no longer stretches when worn with the Mythical cape.
  • Moss Giants should no longer have random stretching in their death animation.
  • The in-game world switcher menu now shows the F2P PvP world with silver text rather than gold, reflecting that it is F2P.
  • Major reset events that restore stat-boosts, such as death, will now reset the imbued heart's timer if you have used that.
  • The mine cart info regarding the Hosidius station now reflects the new layout of Hosidius.
  • The newly charged form of the crystal halberd now offers the special attack button.
  • A typo has been fixed in crystal singing in Prifddinas.
  • A typo has been fixed in the crystal pickaxe's special attack tooltip.
  • A typo has been fixed in Elena's dialogue.
  • A ladder in Prifddinas has had its description changed.
  • Prifddinas moss giants now work for Slayer assignments and drop big bones.
  • The Mining in-game skill guide now lists certain training areas that have level requirements.
  • Snowballs are no longer welcome in the Gauntlet.
  • Some hover-over text has been corrected in the book of scrolls.
  • Clue scroll bottles can now be toggled via Arthur the Clue Hunter, who can be found in The Sheared Ram pub in Lumbridge.
Stay tuned in the coming weeks for separate K/D Ratios for PvP and BH worlds and the Elven chathead rework as voted on by you!
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, Bruno, Curse, Ed, Flippy, Gambit, Gee, Ghost, Husky, John C, Kieren, Lenny, Lottie, Maz, Nasty, Roq, Ry, Sween, Tide, Weath, West & WolfThe Old School Team

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