Optional Randoms & Goblins
Quick find code: 380-381-95-65476061
YES! Bye randoms! Now you say the aggressive ones will be used in special parts of RS , Where exactly are these places going to be?
Good luck in your endeavors Mod Alfred
I believe the fairy ring area "enchanted valley" or something like that.
The tree spirits were already there. I put the Rock Golem and River Troll there too, spawned from some fake rocks and a fake fishing spot.
The Evil Chicken's in a chicken pen somewhere, in case anyone wants extra feathers. It's non-aggressive.
The Shade and Zombie are in the Death section of the Stronghold of Security. They're non-aggressive.
The swarm may be found on Karamja in a particularly useless place. It's non-combat.
360noscope-paint doesn't seem to work? It shoots the thing in a random direction and doesn't paint any goblins?
I think you're finding out what "360noscope" means.
P.S. I had to ask too when I first saw it.
11-Sep-2014 11:02:55 - Last edited on 11-Sep-2014 11:03:25 by Mod Ash
I only have one suggestion for this update, could you make it so randoms only appear on the persons screen who they are trying to interact with?
The 2007 engine does not have the update that let us do player-specific NPCs in later years.
The random event timer will randomise itself - well, like you'd expect - after it's run once, so there won't be so many people getting events at the same time after this morning. Crowded places like banks don't get random events at all.
What about randoms like: Birds Nests, Pickaxe Head falling off and Axe head falling off?
Bird nests weren't part of the anti-bot random event system. They have not been changed at all in this update.
Axe-breaking events have been removed, like it said in the blog when you voted for this update. Anyone who had a broken axe should find it's been repaired.
N.B. If you'd just got the handle of a pickaxe, it would have been repaired into a bronze pickaxe.
Bug report: Just logged in and was running through Lumbridge basement to bank and a random (Drunken Dwarf) appeared and said one line, then before I could turn and click on him, he disappeared in a puff of smoke.
If you go into a place where randoms aren't allowed, such as a bank - which I think includes the Lumbridge basement bank - the random will despawn itself as soon as it notices.
Guardian Gol said:
Looks like the timer is too short.
It's over a minute normally.
11-Sep-2014 11:14:32 - Last edited on 11-Sep-2014 11:15:36 by Mod Ash
Hey ash can i ask you a question, might seem dumb but i even posted it on the dev blog. Dr Jekyl/Mr Hyde was left off the main page and was never corrected or updated, does that mean he was un affected by the update or just overlooked?
We missed him off the blog, but I updated him like the other randoms like the Genie and Drunken Dwarf anyway.
So Jekyll will turn up shouting for your attention. If you talk to him, he'll ask for a herb, like before. If you don't talk to him, he'll eventually go away without trying to hurt anyone.
Does this not mean that bots can now freely bot without interruption at all? just thought the bots were installed to distract low-tech bots...
No-one uses low-tech bots these days. Mod Weath's not been using random event outcomes to help him detect bots for months, if ever.
Rude . Okay one last question, is there anything in the works to removing f2p so that i can turn my private on without being spammed by gold sellers?
The F2P trial system seems to be working quite effectively at guiding new players into the community and encouraging them to subscribe. We're not planning to remove it.
would entering a bank to grab herbs like cadantines cause him to disappear?
I'm afraid so. Mind you, he wouldn't follow you very far anyway, so for this to work, you'd have had to get the Jekyll event fairly near to a bank while you're in the mood to break your activity to run into the bank and withdraw stuff for him.
so what can we, as subscribers expect to be done about the bots?
Mod Weath is constantly refining new ways to detect them, monitor their trades and apply bans, like he's been doing already. Random events weren't helping with this, so their removal won't make things worse.
Mod Ash said:
Mini Finbarr said:
My actions are still interrupted if a random event occurs. Is this intentional?
It's as non-interrupting as we can get it. The NPCs no longer close interfaces or interrupt actions when they shout, which some did before.
Randoms will continue to interrupt actions such as cooking fish or fletching longbows then?
No. Previously, if you were doing a skill action and the game decided it was time for you to get a random event, it would stop the skill action. So, if the event decided not to proceed because you were in a "safe place", the skill action would have been stopped for no apparent reason. That used to be a big complaint from activities like the String Jewellery spell and various looping actions, etc.
For this update, I deleted every single random event check that was tied into any skilling code anywhere. With randoms no longer tied into the skilling code, they're not going to be intercepting your clicks any more, like they used to.
The spawning of certain randoms can break a make-X loop, but we've tried to avoid this as far as possible.
not gonna lie
Randoms should be a completely toggable option where you can tick on/off with an npc.
Lengthy bit of explanation coming up here...
Randoms were tied into all the skilling code in the game.
If the game wanted to give you a random, it'd intercept the skilling code and try to start a random event.
If we'd let you toggle off randoms, the skilling code would have effectively been interrupted for no apparent reason. This was a common source of complaints from PvP worlds where randoms were already (mostly) disabled.
We didn't want to make the entire game like that for everyone who toggled off the random events.
To make randoms togglable, we'd have had to do a complicated edit to every bit of skilling code that had random event checks tied into it. With several hundred of these checks, that was not going to be a small or straightforward job.
For this update, I've done a much simpler change to all the random event checks in the skilling code. Basically, I deleted the lot of them, and wrote a separate system for spawning randoms independently of the skilling code. So the random event isn't part of the skilling code anymore.
This means we can now offer to do that toggle you're describing, quite easily, without getting the horrendous dead-click problem that would have arisen before.
A kicking animation could be applied to this.
Is there any chance of Alfie rejoining the team after he has completed his degree?
You'll understand no-one at Jagex can reasonably predict the outcome of a job application nearly a year before the applicant is in a position to decide whether he'll make the application!
Iron Spotty said:
Where are my elemental and mind rune packs was really hoping they would come out today since they didnt come last week
Why are you mess'* w/ my private chat? Did we vote to have disappearing text on our pvt chat?
What you voted for was that login/logout notifications would vanish after 10 secs. If we've broken something else while installing that, perhaps you could use the bug report form to describe what text is disappearing, and when it does it.
Rising Two said:
When you told me to submit a bug report, I honestly thought that meant it would never be fixed.
No. Those reports go into a database for our bugtrackers to read. It means you don't have to rely on your thread being seen by the right staff, which is kinda handy for people who post outside of UK office hours!
You'll understand they're not going to be in a position to get into detailed discussions for every bug report if they (1) consider it not to be a bug, or (2) don't quite grasp what's being described, or (3) went looking for the bug and couldn't find it, or even (4) concluded that the bug is best left alone, compared to the consequences of changing it.
In the case of the POH pet house being too tall, Mod John C passed the details on to Mod Alfred, who fixed it. Since neither of them would necessarily have seen the threads on which you'd tried to report it, the bug report form was the most effective way for you to get your message to them.
11-Sep-2014 14:56:15 - Last edited on 11-Sep-2014 15:00:21 by Mod Ash
Also, not sure if I clear enough above, but could we be allowed to change sides with the goblin event? At least be given the option to do it once.
I think they might still be poking around to see why the goblins don't seem to be spawning as much as expected! But once that's sorted, I'll make sure they know people are asking to switch sides. So long as there doesn't turn out to be a reason why it's not offered.
I didn't notice the vote on this one, so I got blind-sided, all of a sudden my friends were online, but I didn't see them log on, lol.
Well if you could maybe put in like a toggle switch would be nice, to turn this feature on or off.
Poll 24, question 9, 80% support.
We'd be happy to add a toggle. We've got space on the menu after the last redesign.
Given that it's naturally easier for us not to add a toggle, and 80% of people were okay with the feature not having a toggle, we'd kinda hoped that it would be accepted in the form that was polled, especially as we had a lot of other features that people wanted us to develop quickly too.
11-Sep-2014 15:24:41 - Last edited on 11-Sep-2014 15:26:22 by Mod Ash
Can the randoms get a little tag for which one they are though?
Like, "Mysterious Old Man (Maze)" or something? I don't want to accidentally go into a mime random or anything.
If the MOM is going to take you to a mime show, he'll say "Hey, XXX, would you like to come and perform in a mime show?"
If he's going to take you to a maze, he'll say "Hey,
You'll then have the choice to tell him to go away.
Can you PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE put a barrel of Pickaxe Handles in Bob's Axes in Lumbridge for those of us who actually liked using Pickaxe Handles for costumes?
The last time a player asked me about pickaxe handles, and I asked whether a blackjack would do, he seemed content with the blackjack. However, if there's still a lot of demand for pickaxe handles, we can certainly do that.
Os Thaddius said:
What will it hurt for players to have access to Pickaxe Handles?
Oh, it hurts no-one.
But it does require extra dev-time.
If we set out to include every single possible option that any player could possibly want, even when the poll passed with a big margin without the option being offered in the blog, we'd take a lot longer to develop anything.
I'm sure many players would agree that it's better to get updates right than to rush them out quicker. And that's indeed what we aim for. But, with a small dev-team, when we've got people clamouring for the Bounty Targeting system, and for the trade update, and for a bunch of bugfixes, and for a readability improvement to the poll results screen, and for a Jmod to review their design ideas, etc... I hope you can understand why we don't go looking to create extra non-essential work.
The "skilling action" is sometimes teleporting, no? For me it's most often the action a random would interrupt.
Your actions have no impact on the random events anymore. So, to get the situation you're describing, the random event would have coincidentally spawned just before you cast the spell, such that you couldn't stop yourself clicking the spell once you'd noticed the genie standing there.
I think that's going to be quite uncommon unless you're teleporting non-stop.
Gad Zook said:
Now, uninterrupted teleporting hardly gives a "choice" of whether or not to engage the random.
This is correct; if the random event happens to spawn just as you're about to teleport away, and you don't notice it in time to stop yourself clicking the spell, you will indeed miss out on the random event.
However, if we interrupted your teleport spell to say "A random event creature spawned near you within the last 10 secs. Are you sure you want to teleport away?" you might find that pretty annoying.
11-Sep-2014 15:52:02 - Last edited on 11-Sep-2014 15:52:49 by Mod Ash
Sounds like you're saying the "skilling action" no longer triggers a random to occur, but did it ever?
Yes. So you'd click on a rock, and instead of mining you'd get a random. (It wouldn't even check whether you had a pickaxe first.) Or you'd click to teleport, and you'd get the Abyssal Lost & Found event, which would take you to your destination if you completed it.
Gad Zook said:
But if randoms really can now appear while a player is idling (or in conversation or another dialogue) then I truly was just lucky in an unfortunate way.
They won't appear if you're in a conversation or dialogue, but they can truly just appear while you're idling.
G U T H A N said:
Can you get rid of half the number of worlds.
We polled something of the sort, but it didn't pass. I expect certain skillers like having sparsely-populated worlds so there's less crowding at their resource spots.
G U T H A N said:
Also, could you get rid of NMZ, I feel as that is ruining the game. Nobody wants to train on regular NPCs to get their levels. Know what I mean? Nobody trains on hill giants, hellhounds, the axe hut, it's just not the same! It's making most combat NPC's useless!
I'm not particularly keen to say "This piece of content is used too much, so let's delete it."
Thanks for adding the new veracs animation for set effect, however it's confusing.
I can't really comment on GFX design, although I wouldn't have minded if it were perhaps a bit bigger so people could see it properly.
11-Sep-2014 18:36:51 - Last edited on 11-Sep-2014 18:40:08 by Mod Ash
- For people who don't like their "User has logged in/out" messages vanishing, we're polling a toggle button for it.
- For people who desperately want an axe handle, we can do it, although it may not be at the top of the priority list for the next update.
- We'll add a 'Dismiss' option to the random events so you can make them go away quicker.
- Iron Man mode is going on the next poll.
12-Sep-2014 15:24:41 - Last edited on 12-Sep-2014 15:25:04 by Mod Ash