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Multiple Clues & Midsummer

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Mod Ash

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As you'll have seen, John and I have been trawling through the achievement diary rewards, implementing stuff that's turned out to be missing O_o. There's some more coming, hopefully next week. In particular, I've been working on Ilfeen to make her recharge halberds (using the same pricing structure as she does for shields) and the Ardougne rooftop Marks of Grace.

I'm hoping there aren't too many more.

18-Jun-2015 10:29:09

Mod Ash

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Wilson said:
Thanks OSRS team <3 Its funny better ores from pay-dirt wasn't working all this time though.

Maybe the original dev got confused by my spreadsheet of Motherlode ore calculations.

18-Jun-2015 10:34:17

Mod Ash

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Crowde said:
Mod Ash,
if I die at Zulrah with Ahrim would it degrade ?

If it's in one of the untradeable states, you should find it doesn't degrade any further on death, and the priestess returns it to you in the same state that you dropped it.

18-Jun-2015 11:04:15

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Xsk1l3rX said:
A few weeks ago you've made it clear that untradeables should be protected on death outside of PvP. While this is an excellent solution, why can't this be done in PvP only to untradeables? The other person is not even able to get that loot, so why can't this be changed?

Although the PKer can't loot the items, you're supposed to be risking something when you take good gear into PvP, so we have currently not protected untradeables in PvP death situations.

It's something we could change, of course, but I'm not convinced that it'd be a good move for everyone to be able to run around the Wilderness in high-end untradeable kit without any risk of losing it.

What I'm actually looking forward to is the completion of the sysadmins' work on getting a more DDOS-resilient network structure. They've got the hosting companies making changes as fast as possible, but it's a big change and takes time to do.

18-Jun-2015 11:07:49

Mod Ash

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mantypuu said:
Protecting degraded barrows items is a very bad thing. Fixing barrows is a major coin sink for the economy. If it's taken away money will surely lose its value faster.

Yes, that's why these changes are temporary, and we look forward to removing them from the game again.

Xsk1l3rX said:
While you are right about that a PKer should risk something, losing connection is not something that is currently under our own responsibility...

Can you tell us something about the new internet infrastructure?

That is correct. We could have chosen to protect your untradeables on PvP death for that reason. For now we have not made any changes because the gameplay effect on PvP would be more detrimental than the gameplay effect elsewhere, as I described.

And we could choose differently in future.

I don't have an ETA for the network work being "finished" - and frankly I wouldn't be surprised if there's a lot of tweaking and fine-tuning in future, as DDOSers look for new ways to attack the system. Network setup isn't something I know anything about, but I gather major infrastructure changes across multiple continents is a slow job. The hosting companies know how urgently we need this done.

18-Jun-2015 11:22:08

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F2P said:
I am in a PK clan and we Pk daily in the deep wilderness and when we all hop around worlds looking for people after about 5 mins everyone keeps getting this login limit exceeded. I know you guys added this login limit to help with your DDOS protection.

Would it be possible to get this removed?

Sadly the need for that limit has not gone away, so it will have to stay.

Ciridae said:
Are there any plans for new quests making their way into OSRS? I'd hope for entirely new, not recycled content from RS3 but new stories from around the continent(s).

Firstly, yes, new quests would need to be polled. We would be able to do this without necessarily posting story spoilers in the blog, like we did with the Easter 2015 event where I told you the premise of the story but didn't describe the puzzles or "boss" encounter.

Any quests added to OSRS would likely be:
- Path of Glouphrie
- Land of the Goblins
- Something completely new that's never been in RS3.

Those first two options were half-written in August 2007, so we have their near-complete code in the archive. We would be able to complete them, fix the known bugs, and release them if players wanted it. (This would implicitly bring a Slayer update in the form of the warped tar dungeon.)

Writing something completely new would be a lot more fun for us, of course. I like writing quests, and I think that'd be a more valuable update for players too. The new continent offers boundless scope for that sort of thing.

However, quest content hasn't tended to score highly in priority polls. That doesn't mean we don't care about the quest-focused community, but it's worth remembering that quests take a lot of dev time to create. In the 6-12 weeks it can take to create a decent quest, we might have been able to do a lot more things that would appeal to a lot more players, and also have more replayability too.

Nevertheless, I would be very pleased if enough players can show appreciation for quest content to justify that use of the dev time.

18-Jun-2015 12:37:17

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