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Treasure Hunter – Rares & Luckies Refresh
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Content Poll #31: Easter Holiday Event
With Easter just around the corner we are putting our proposed Easter 2015 event to the poll. We've also got some additional quality of life questions.
Read more
Content Poll #31: Easter Holiday Event
mod_ronan
March 13 2015
![Posted Image]()
With Easter just around the corner we are putting our proposed Easter 2015 event to the poll. We've also included some additional quality of life questions.
Since the developer blog went live on Wednesday we have made some slight adjustments to what we are offering as rewards. The Easter 2015 developer blog has been updated to reflect this. Be sure to give it a read before you vote.
Mods Archie, Ash, Ghost, Ian, John C, Mat K, Reach, Ronan, Weath
The Old School Team
Read more
Content Poll #31: Easter Holiday Event
mod_ronan
March 13 2015

With Easter just around the corner we are putting our proposed Easter 2015 event to the poll. We've also included some additional quality of life questions.
Since the developer blog went live on Wednesday we have made some slight adjustments to what we are offering as rewards. The Easter 2015 developer blog has been updated to reflect this. Be sure to give it a read before you vote.
Mods Archie, Ash, Ghost, Ian, John C, Mat K, Reach, Ronan, Weath
The Old School Team
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↧
BTS Video – RuneLabs | Podcast | Questival
Luna's back with the latest from RuneLabs | Podcast - Boss Practice | Questival Next Week
Read more
BTS Video – RuneLabs | Podcast | Questival
Mod Luna's here with the latest from RuneLabs – including results of the recent poll, a spotlight on the new search feature, and JMods' favourite ideas from the last few weeks.
Watch on, then start supporting your favourite large-sized ideas to get them into March's poll.
Subscribe to our YouTube channel to keep up with the latest official RuneScape videos.
The RuneScape Video Team
Podcast - Boss Practice Mode
Mod Matthe chats to Mod Chris L and Mod Harrison about Boss Practice Mode in this week's podcast.
Listen now on YouTube, or head over to PodBean or iTunes if you prefer.
Questival – Starting Next Week
Monday sees the start of Questival, a fortnight of all things questing.
There'll be competitions, videos, events, and more – all to celebrate RuneScape's 199 quests, and our amazing upcoming 200th Quest, Dimension of Disaster!
Look out for more details in Monday's update news post.
The RuneScape Community Team
Read more
BTS Video – RuneLabs | Podcast | Questival
Mod Luna's here with the latest from RuneLabs – including results of the recent poll, a spotlight on the new search feature, and JMods' favourite ideas from the last few weeks.
Watch on, then start supporting your favourite large-sized ideas to get them into March's poll.
Subscribe to our YouTube channel to keep up with the latest official RuneScape videos.
The RuneScape Video Team
Podcast - Boss Practice Mode
Mod Matthe chats to Mod Chris L and Mod Harrison about Boss Practice Mode in this week's podcast.
Listen now on YouTube, or head over to PodBean or iTunes if you prefer.
Questival – Starting Next Week
Monday sees the start of Questival, a fortnight of all things questing.
There'll be competitions, videos, events, and more – all to celebrate RuneScape's 199 quests, and our amazing upcoming 200th Quest, Dimension of Disaster!
Look out for more details in Monday's update news post.
The RuneScape Community Team
↧
Ninja Graphical Updates | Skillcapes | Pyramid Plunder
Skillcapes & Pyramid Plunder get a Ninja graphical update | Chameleon extract | Questival
Read more
Ninja Graphical Updates | Skillcapes | Pyramid Plunder
The Ninjas have been sprucing up skillcapes and polishing Pyramid Plunder in today's two graphical updates.
Chameleon extract is the latest addition at Solomon's Store – a marvellous substance that lets you change your character's skin colour.
Finally, we've got some further details of the Questival - a lore-tastic fortnight of community events, starting today.
Read on for more information!
Skillcapes
Last year, a poll passed to update skillcapes, and in the follow-up poll, you opted for a full overhaul to their design.
As of today, the iconic capes have a whole new look:
There's an added feature, too, as the hood traditionally bundled with the capes can be attached to the cape, so it shows hanging at the back. You can – of course – detach the hood, if you'd prefer to wear it as usual.
Pyramid Plunder
The Ninjas have also turned their attention to Pyramid Plunder, giving the minigame an updated environment, complete with moody, atmospheric lighting. A fresh embalming's done the guardian mummy the world of good, too:
![Posted Image]()
There's updated music from the Audio Team as well, so listen out while you're loading up on artefacts.
Solomon's Store – Chameleon Extract
Time for a bold new look? A few dabs of chameleon extract might be just the ticket – available today at Solomon's Store!
Each pot of extract gives you one skin colour change, which lasts until you visit the Makeover Mage to undo it. There are a range of hues to choose from, too – 23 in total, from striking red to subtle violet.
Questival
If you're excited about the 200th Quest, Dimension of Disaster - coming later this month - we've got just the thing for you. Two weeks of quest-related awesomeness: welcome to Questival!
There'll be exclusive competitions and prizes, events, Q&A sessions, videos, and more – kicking off with a cool new title! During the two weeks, you'll be able to pick up 'The Prepared' title if you've completed all the requirements for the 200th Quest, namely: So – get prepared! Find a Shield of Arrav partner, if you need one. This title will only be available for the next two weeks, so hurry!
There's information on what we'll be doing coming tomorrow – there'll certainly be something for everybody.
Enjoy!
Have fun with today's visual improvements, and tell us what you think over on the forums.
The RuneScape Team
In Other News
Read more
Ninja Graphical Updates | Skillcapes | Pyramid Plunder
The Ninjas have been sprucing up skillcapes and polishing Pyramid Plunder in today's two graphical updates.
Chameleon extract is the latest addition at Solomon's Store – a marvellous substance that lets you change your character's skin colour.
Finally, we've got some further details of the Questival - a lore-tastic fortnight of community events, starting today.
Read on for more information!
Skillcapes
Last year, a poll passed to update skillcapes, and in the follow-up poll, you opted for a full overhaul to their design.
As of today, the iconic capes have a whole new look:
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There's an added feature, too, as the hood traditionally bundled with the capes can be attached to the cape, so it shows hanging at the back. You can – of course – detach the hood, if you'd prefer to wear it as usual.
Pyramid Plunder
The Ninjas have also turned their attention to Pyramid Plunder, giving the minigame an updated environment, complete with moody, atmospheric lighting. A fresh embalming's done the guardian mummy the world of good, too:

There's updated music from the Audio Team as well, so listen out while you're loading up on artefacts.
Solomon's Store – Chameleon Extract
Time for a bold new look? A few dabs of chameleon extract might be just the ticket – available today at Solomon's Store!
Each pot of extract gives you one skin colour change, which lasts until you visit the Makeover Mage to undo it. There are a range of hues to choose from, too – 23 in total, from striking red to subtle violet.
Questival
If you're excited about the 200th Quest, Dimension of Disaster - coming later this month - we've got just the thing for you. Two weeks of quest-related awesomeness: welcome to Questival!
There'll be exclusive competitions and prizes, events, Q&A sessions, videos, and more – kicking off with a cool new title! During the two weeks, you'll be able to pick up 'The Prepared' title if you've completed all the requirements for the 200th Quest, namely: So – get prepared! Find a Shield of Arrav partner, if you need one. This title will only be available for the next two weeks, so hurry!
There's information on what we'll be doing coming tomorrow – there'll certainly be something for everybody.
Enjoy!
Have fun with today's visual improvements, and tell us what you think over on the forums.
The RuneScape Team
In Other News
- The Nexus prayer training activity is now available for free players.
- Take a survey for our friends at Bangor University's School of Psychology for a chance to win a year’s membership.
↧
Questival is Here!
↧
↧
Boss Pets, Sets, Chat & More
Boss Pets, Sets, Chat & More
mod_ronan
March 19 2015
![Posted Image]()
Boss Pets, Sets, Chat & More
This week we are bringing you four new boss pets to get your hands on as well as a whole host of other content from the recent near miss poll. Spacebar to skip chat dialogue, instanced Kraken and lots more. Let's get into the details of this week's update.
![Posted Image]()
Wilderness Boss Pets
(click the heading to expand)
Scorpia, Venenatis, Vet'ion and Callisto now have a very slim chance of dropping a pet version of themselves when killed. It will be no small feat to get your hands on one of these pets with not only the rarity of the pet drops to consider, but also the added danger of being in the wilderness.
If you see someone wandering around with one of these pets you can be sure that they are not only a master of PvM but someone that knows the ways of the wilderness like the back of their hand.
Think you're brave enough to go for a wilderness boss pet? Be sure to head up north and give it a shot. You might just get lucky.
Spacebar skipping chat dialogue
(click the heading to expand)
When interacting with NPCs you will now be able to use your keyboard to skip through chat dialogue and select chat options. You can use the spacebar to continue through dialogue and the numbers on your keyboard to select different chat options.
![Posted Image]()
![Posted Image]()
Instanced Kraken
(click the heading to expand)
It is now possible to open an instanced Kraken cave in which you can have your own, personal Kraken to kill. You can open this cave by right-clicking the crevice that leads to the Kraken and selecting 'Private'. You will then be prompted to pay 25,000 coins, from either your inventory or your bank, as a cost for opening the instance.
The cave that you are then placed in is inaccessible by other players and will close once you leave.
Please note: If you leave the cave in any way, all items left on the ground will disappear. You will not be able to retrieve lost items if you die.
Overhead chat filter
(click the heading to expand)
Filtering chat will now filter both what you see in the chatbox and what is displayed over the heads of other players.
![Posted Image]()
Ring of Recoil Tweaks
(click the heading to expand)
We've now added a 'break' option to rings of recoil that will allow you to make sure the next ring of recoil that you equip will be able to deal a total of 40 points of damage. Also, the message you receive as your ring shatters has been recoloured to make it more noticeable.
![Posted Image]()
![Posted Image]()
Godsword accurate attack style change
(click the heading to expand)
We've adjusted the accurate attack style of the Godswords to use slash rather than crush. As the slash attack bonus on Godswords has always been higher than the crush bonus, having the accurate attack style of the weapons use slash rather than crush means that the accurate attack style takes advantage of the best offensive bonus of the weapon.
![Posted Image]()
New Grand Exchange Sets
(click the heading to expand)
We've added some additional item sets to the Grand Exchange. You can now create sets of the following items by talking to the Grand Exchange clerks:
![Posted Image]()
In other news...
Mods Archie, Ash, Ghost, Ian, John C, Mat K, Reach, Ronan, Weath
The Old School Team
mod_ronan
March 19 2015

Boss Pets, Sets, Chat & More
This week we are bringing you four new boss pets to get your hands on as well as a whole host of other content from the recent near miss poll. Spacebar to skip chat dialogue, instanced Kraken and lots more. Let's get into the details of this week's update.

Wilderness Boss Pets
(click the heading to expand)

If you see someone wandering around with one of these pets you can be sure that they are not only a master of PvM but someone that knows the ways of the wilderness like the back of their hand.
Think you're brave enough to go for a wilderness boss pet? Be sure to head up north and give it a shot. You might just get lucky.
Spacebar skipping chat dialogue
(click the heading to expand)
When interacting with NPCs you will now be able to use your keyboard to skip through chat dialogue and select chat options. You can use the spacebar to continue through dialogue and the numbers on your keyboard to select different chat options.


Instanced Kraken
(click the heading to expand)
It is now possible to open an instanced Kraken cave in which you can have your own, personal Kraken to kill. You can open this cave by right-clicking the crevice that leads to the Kraken and selecting 'Private'. You will then be prompted to pay 25,000 coins, from either your inventory or your bank, as a cost for opening the instance.
The cave that you are then placed in is inaccessible by other players and will close once you leave.
Please note: If you leave the cave in any way, all items left on the ground will disappear. You will not be able to retrieve lost items if you die.
Overhead chat filter
(click the heading to expand)
Filtering chat will now filter both what you see in the chatbox and what is displayed over the heads of other players.

Ring of Recoil Tweaks
(click the heading to expand)
We've now added a 'break' option to rings of recoil that will allow you to make sure the next ring of recoil that you equip will be able to deal a total of 40 points of damage. Also, the message you receive as your ring shatters has been recoloured to make it more noticeable.


Godsword accurate attack style change
(click the heading to expand)
We've adjusted the accurate attack style of the Godswords to use slash rather than crush. As the slash attack bonus on Godswords has always been higher than the crush bonus, having the accurate attack style of the weapons use slash rather than crush means that the accurate attack style takes advantage of the best offensive bonus of the weapon.

New Grand Exchange Sets
(click the heading to expand)
We've added some additional item sets to the Grand Exchange. You can now create sets of the following items by talking to the Grand Exchange clerks:
- • Holy book page set
• Unholy book page set
• Book of balance page set
• Book of law page set
• Book of darkness page set
• Book of war page set
• Zamorak dragonhide set
• Saradomin dragonhide set
• Guthix dragonhide set
• Bandos dragonhide set
• Ancient dragonhide set
• Armadyl dragonhide set
• Partyhat set
• Halloween mask set

In other news...
- • It is now possible to share super combat potions using the Boost Potion spell on the Lunar spellbook.
• You can now catch fish with a full inventory if one inventory space would become available from the bait consumed.
• Cooking dark crabs on a fire now plays the correct animation.
• Using the blowpipe special attack when your hitpoints are above your base level no longer reduces your hitpoints.
• The bonecrusher now crushes bones dropped by Cyclopes in the Warrior's guild basement.
• Fixed a small clipping issue on the construction skill cape.
• Fixed a small stretching issue on the Armadyl chainskirt on females.
• Watchtower & Camelot POH Portals & teleport tablets now teleport you to the new teleport location if you have them set.
• Charging water orbs no longer stops after just one if you haven’t completed the related diary task.
• You can no longer kill Thermy without a slayer assignment if you haven’t started the Western Achievement Diary.
• The Explorer’s ring 2 now only provides 3 daily cabbage teleports.
• Eluned will now charge your teleport crystal with 5 charges if you have completed the Western hard tasks.
• The Hunter expert has collected his Hunting skillcape from the dry cleaners.
• Spinning materials on the Seers’ spinning wheel is now faster if you’ve completed the Kandarin medium tasks.
• Edgeville furnace no longer duplicates an Iron bar when Varrock armour benefit activates.
• Fixed a number of zone checks and typos relating to achievement diaries.
• You should now be able to use the Cure Plant and Fertile Soil lunar spells on both of Harmony Island's farming patches.
• Task increment messages should no longer appear on F2P Worlds.
Mods Archie, Ash, Ghost, Ian, John C, Mat K, Reach, Ronan, Weath
The Old School Team
↧
Questival is Here!
↧
BTS Video - Dimension of Disaster
↧
BTS Video - Dimension of Disaster
↧
↧
Ninja Graphical Updates | Skillcapes | Pyramid Plunder
Skillcapes & Pyramid Plunder get a Ninja graphical update | Chameleon extract | Questival
Read more
Ninja Graphical Updates | Skillcapes | Pyramid Plunder
The Ninjas have been sprucing up skillcapes and polishing Pyramid Plunder in today's two graphical updates.
Chameleon extract is the latest addition at Solomon's Store – a marvellous substance that lets you change your character's skin colour.
Finally, we've got some further details of the Questival - a lore-tastic fortnight of community events, starting today.
Read on for more information!
Skillcapes
Last year, a poll passed to update skillcapes, and in the follow-up poll, you opted for a full overhaul to their design.
As of today, the iconic capes have a whole new look:
There's an added feature, too, as the hood traditionally bundled with the capes can be attached to the cape, so it shows hanging at the back. You can – of course – detach the hood, if you'd prefer to wear it as usual.
Pyramid Plunder
The Ninjas have also turned their attention to Pyramid Plunder, giving the minigame an updated environment, complete with moody, atmospheric lighting. A fresh embalming's done the guardian mummy the world of good, too:
![Posted Image]()
There's updated music from the Audio Team as well, so listen out while you're loading up on artefacts.
Solomon's Store – Chameleon Extract
Time for a bold new look? A few dabs of chameleon extract might be just the ticket – available today at Solomon's Store!
Each pot of extract gives you one skin colour change, which lasts until you visit the Makeover Mage to undo it. There are a range of hues to choose from, too – 23 in total, from striking red to subtle violet.
Questival
If you're excited about the 200th Quest, Dimension of Disaster - coming later this month - we've got just the thing for you. Two weeks of quest-related awesomeness: welcome to Questival!
There'll be exclusive competitions and prizes, events, Q&A sessions, videos, and more – kicking off with a cool new title! During the two weeks, you'll be able to pick up 'The Prepared' title if you've completed all the requirements for the 200th Quest, namely: So – get prepared! Find a Shield of Arrav partner, if you need one. This title will only be available for the next two weeks, so hurry!
There's information on what we'll be doing coming tomorrow – there'll certainly be something for everybody.
Enjoy!
Have fun with today's visual improvements, and tell us what you think over on the forums.
The RuneScape Team
In Other News
Read more
Ninja Graphical Updates | Skillcapes | Pyramid Plunder
The Ninjas have been sprucing up skillcapes and polishing Pyramid Plunder in today's two graphical updates.
Chameleon extract is the latest addition at Solomon's Store – a marvellous substance that lets you change your character's skin colour.
Finally, we've got some further details of the Questival - a lore-tastic fortnight of community events, starting today.
Read on for more information!
Skillcapes
Last year, a poll passed to update skillcapes, and in the follow-up poll, you opted for a full overhaul to their design.
As of today, the iconic capes have a whole new look:
.jpg)
.jpg)
.jpg)
.jpg)
.jpg)
.jpg)
.jpg)
.jpg)
.jpg)
.jpg)
.jpg)
.jpg)
.jpg)
.jpg)
.jpg)
.jpg)
.jpg)
.jpg)
.jpg)
.jpg)
.jpg)
.jpg)
.jpg)
.jpg)
.jpg)
.jpg)
There's an added feature, too, as the hood traditionally bundled with the capes can be attached to the cape, so it shows hanging at the back. You can – of course – detach the hood, if you'd prefer to wear it as usual.
Pyramid Plunder
The Ninjas have also turned their attention to Pyramid Plunder, giving the minigame an updated environment, complete with moody, atmospheric lighting. A fresh embalming's done the guardian mummy the world of good, too:

There's updated music from the Audio Team as well, so listen out while you're loading up on artefacts.
Solomon's Store – Chameleon Extract
Time for a bold new look? A few dabs of chameleon extract might be just the ticket – available today at Solomon's Store!
Each pot of extract gives you one skin colour change, which lasts until you visit the Makeover Mage to undo it. There are a range of hues to choose from, too – 23 in total, from striking red to subtle violet.
Questival
If you're excited about the 200th Quest, Dimension of Disaster - coming later this month - we've got just the thing for you. Two weeks of quest-related awesomeness: welcome to Questival!
There'll be exclusive competitions and prizes, events, Q&A sessions, videos, and more – kicking off with a cool new title! During the two weeks, you'll be able to pick up 'The Prepared' title if you've completed all the requirements for the 200th Quest, namely: So – get prepared! Find a Shield of Arrav partner, if you need one. This title will only be available for the next two weeks, so hurry!
There's information on what we'll be doing coming tomorrow – there'll certainly be something for everybody.
Enjoy!
Have fun with today's visual improvements, and tell us what you think over on the forums.
The RuneScape Team
In Other News
- The Nexus prayer training activity is now available for free players.
- Take a survey for our friends at Bangor University's School of Psychology for a chance to win a year’s membership.
↧
Invention Dev Blog
Invention – What to Expect
If you’ve been following Invention, you might be wondering whether it’s a skill or not. It was announced as a skill in a Player Power poll, before we talked about breaking it up into smaller chunks at Runefest, making it an addition to multiple existing skills. There has been very little information since, and we want to change that.
First things first: Invention has not died or been forgotten. In fact, things have been accelerating in the past month. We’ve settled on what parts we intend to keep, and how it slots into our release calendar.
The biggest thing we want to answer is the skill question: is Invention a skill or not? Over several meetings, we have unanimously agreed that Invention should not be a new skill. We firmly believe that it should be an update across several skills, introducing rewards and training methods to high-level bands (80-99).
We have come to this decision after starting completely afresh with the Invention design, forming a list of what we intend Invention to achieve:
As we discussed these points, it became clear that we were creating benefits for high-levels. For example: the bulletpoint ‘To see players using, wielding and wearing a greater variety of items’ is there because, at the highest levels in the game, a player will only use a few optimal items if they want to be efficient or successful. As a counterpoint, lower levels will tend to level-up quickly and regularly, often changing their loadout in a single play session. The greatest benefit of an array of items to choose from, therefore, is for the higher level players.
The same is true of the other bulletpoints. For example: ‘Players should be able to manufacture items for themselves’. Players currently have little reason to make any items for themselves in the higher-level game, whether they are combat or non-combat items, and consequentially don’t feel a great sense of pride in what they make. Part of this is an issue with how Smithing, Crafting and other manufacturing skills work (something we plan to address in future content), but realistically it’s much easier to buy the gear you need, which doesn’t forge a bond between player and item. Invention would provide benefits to items manufactured by the player. Perhaps, we could even allow high-level players to level-up, grow or evolve items they have made.
But, if we make Invention a skill, we will not be focusing on high-levels. Instead, we will have to spread our focus across all levels, from 1 to 99. We would be ensuring that there is content at low levels as well as high, and we would need to spend time and resource on engaging methods for training that skill. Bluntly, we would not be focusing our efforts and resources on what made us want to make Invention in the first place.
There are other benefits of making Invention a cross-skill update. We want the player to feel like they are a pioneer, meshing together some of the most advanced technologies in the game: Dorgeshuun’s electricity, Keldagrim’s gunpowder, Divination’s energy and many others. Thematically, we want Invention to feel like a player is accumulating knowledge to make things that no one has ever made before. It feels like a culmination of all of the player’s efforts, rather than the efforts of someone just starting out. Thematically, Invention better suits higher levels.
Invention also doesn’t feel as new or impactful as a standalone skill – not in the same way that Dungeoneering or Summoning did. It overlaps thematically with Crafting and Smithing. It’s important to note that, even though we’re not releasing Invention as a skill, we’re not against making a skill sometime in the future. We simply feel there are better choices for a skill.
We also feel that we can bring a sense of progression to Invention, similar to a skill. While you will not see Invention on your skills tab, we will still design it with unlocks in mind. For example, a max player will not immediately jump into the top-end of Invention and make the best items. They will have to work for it, and will be rewarded for doing so. We might even consider hiscore tables to retain that feeling of chasing first place.
As an update to multiple skills, aspects of Invention can also be released earlier. Dungeoneering took over a year to develop, Summoning almost ten months. We can start work on Invention earlier and focus on getting you some of the core components within a shorter period of time. By reducing the size of the update, but not sacrificing its appeal, we can be sure that we’ll get you Invention updates within a year.
But what might Invention include? You can expect blogs, livestreams and polls over the coming months on that very subject. We’re also planning to release a Player Power poll next week. We’ll want you to tell us which avenue of Invention excites you the most. We’ve certainly got big ideas for each of these options:
We’ve laid out our thoughts, and now we want to hear yours. We’re eager to hear your feedback, so make sure that you post your thoughts on this thread.
Thank you
The RuneScape Team
http://services.runescape.com/m=forum/l=0/sl=0/forums.ws?16,17,89,65592589
If you’ve been following Invention, you might be wondering whether it’s a skill or not. It was announced as a skill in a Player Power poll, before we talked about breaking it up into smaller chunks at Runefest, making it an addition to multiple existing skills. There has been very little information since, and we want to change that.
First things first: Invention has not died or been forgotten. In fact, things have been accelerating in the past month. We’ve settled on what parts we intend to keep, and how it slots into our release calendar.
The biggest thing we want to answer is the skill question: is Invention a skill or not? Over several meetings, we have unanimously agreed that Invention should not be a new skill. We firmly believe that it should be an update across several skills, introducing rewards and training methods to high-level bands (80-99).
We have come to this decision after starting completely afresh with the Invention design, forming a list of what we intend Invention to achieve:
- To see players using, wielding and wearing a greater variety of items
- To provide a greater variety of items, to allow for more strategy when choosing what to use
- Players should feel a greater bond between themselves and their items
- Players should be able to manufacture items for themselves
- Players should have a greater ability to personalise their appearance and items
As we discussed these points, it became clear that we were creating benefits for high-levels. For example: the bulletpoint ‘To see players using, wielding and wearing a greater variety of items’ is there because, at the highest levels in the game, a player will only use a few optimal items if they want to be efficient or successful. As a counterpoint, lower levels will tend to level-up quickly and regularly, often changing their loadout in a single play session. The greatest benefit of an array of items to choose from, therefore, is for the higher level players.
The same is true of the other bulletpoints. For example: ‘Players should be able to manufacture items for themselves’. Players currently have little reason to make any items for themselves in the higher-level game, whether they are combat or non-combat items, and consequentially don’t feel a great sense of pride in what they make. Part of this is an issue with how Smithing, Crafting and other manufacturing skills work (something we plan to address in future content), but realistically it’s much easier to buy the gear you need, which doesn’t forge a bond between player and item. Invention would provide benefits to items manufactured by the player. Perhaps, we could even allow high-level players to level-up, grow or evolve items they have made.
But, if we make Invention a skill, we will not be focusing on high-levels. Instead, we will have to spread our focus across all levels, from 1 to 99. We would be ensuring that there is content at low levels as well as high, and we would need to spend time and resource on engaging methods for training that skill. Bluntly, we would not be focusing our efforts and resources on what made us want to make Invention in the first place.
There are other benefits of making Invention a cross-skill update. We want the player to feel like they are a pioneer, meshing together some of the most advanced technologies in the game: Dorgeshuun’s electricity, Keldagrim’s gunpowder, Divination’s energy and many others. Thematically, we want Invention to feel like a player is accumulating knowledge to make things that no one has ever made before. It feels like a culmination of all of the player’s efforts, rather than the efforts of someone just starting out. Thematically, Invention better suits higher levels.
Invention also doesn’t feel as new or impactful as a standalone skill – not in the same way that Dungeoneering or Summoning did. It overlaps thematically with Crafting and Smithing. It’s important to note that, even though we’re not releasing Invention as a skill, we’re not against making a skill sometime in the future. We simply feel there are better choices for a skill.
We also feel that we can bring a sense of progression to Invention, similar to a skill. While you will not see Invention on your skills tab, we will still design it with unlocks in mind. For example, a max player will not immediately jump into the top-end of Invention and make the best items. They will have to work for it, and will be rewarded for doing so. We might even consider hiscore tables to retain that feeling of chasing first place.
As an update to multiple skills, aspects of Invention can also be released earlier. Dungeoneering took over a year to develop, Summoning almost ten months. We can start work on Invention earlier and focus on getting you some of the core components within a shorter period of time. By reducing the size of the update, but not sacrificing its appeal, we can be sure that we’ll get you Invention updates within a year.
But what might Invention include? You can expect blogs, livestreams and polls over the coming months on that very subject. We’re also planning to release a Player Power poll next week. We’ll want you to tell us which avenue of Invention excites you the most. We’ve certainly got big ideas for each of these options:
- Non-combat Inventions – Create inventions that fine-tune your tools and give you new methods of non-combat training.
- Customisable appearance – Personalize the look of your gear
- Fine-tuned stats – Create a greater degree of variety within YOUR equipment stats and player abilities.
- Level stuff up – Level up things other than yourself - like weapons, gear or followers.
We’ve laid out our thoughts, and now we want to hear yours. We’re eager to hear your feedback, so make sure that you post your thoughts on this thread.
Thank you
The RuneScape Team
http://services.runescape.com/m=forum/l=0/sl=0/forums.ws?16,17,89,65592589
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Dimension of Disaster – 200th Quest
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Dimension of Disaster – 200th Quest
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Wiki – Editing Closes 27th March
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Questival – Week 2
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Shark Attack – New Fishing Outfits
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Invention Dev Blog
Invention – What to Expect
If you’ve been following Invention, you might be wondering whether it’s a skill or not. It was announced as a skill in a Player Power poll, before we talked about breaking it up into smaller chunks at Runefest, making it an addition to multiple existing skills. There has been very little information since, and we want to change that.
First things first: Invention has not died or been forgotten. In fact, things have been accelerating in the past month. We’ve settled on what parts we intend to keep, and how it slots into our release calendar.
The biggest thing we want to answer is the skill question: is Invention a skill or not? Over several meetings, we have unanimously agreed that Invention should not be a new skill. We firmly believe that it should be an update across several skills, introducing rewards and training methods to high-level bands (80-99).
We have come to this decision after starting completely afresh with the Invention design, forming a list of what we intend Invention to achieve:
As we discussed these points, it became clear that we were creating benefits for high-levels. For example: the bulletpoint ‘To see players using, wielding and wearing a greater variety of items’ is there because, at the highest levels in the game, a player will only use a few optimal items if they want to be efficient or successful. As a counterpoint, lower levels will tend to level-up quickly and regularly, often changing their loadout in a single play session. The greatest benefit of an array of items to choose from, therefore, is for the higher level players.
The same is true of the other bulletpoints. For example: ‘Players should be able to manufacture items for themselves’. Players currently have little reason to make any items for themselves in the higher-level game, whether they are combat or non-combat items, and consequentially don’t feel a great sense of pride in what they make. Part of this is an issue with how Smithing, Crafting and other manufacturing skills work (something we plan to address in future content), but realistically it’s much easier to buy the gear you need, which doesn’t forge a bond between player and item. Invention would provide benefits to items manufactured by the player. Perhaps, we could even allow high-level players to level-up, grow or evolve items they have made.
But, if we make Invention a skill, we will not be focusing on high-levels. Instead, we will have to spread our focus across all levels, from 1 to 99. We would be ensuring that there is content at low levels as well as high, and we would need to spend time and resource on engaging methods for training that skill. Bluntly, we would not be focusing our efforts and resources on what made us want to make Invention in the first place.
There are other benefits of making Invention a cross-skill update. We want the player to feel like they are a pioneer, meshing together some of the most advanced technologies in the game: Dorgeshuun’s electricity, Keldagrim’s gunpowder, Divination’s energy and many others. Thematically, we want Invention to feel like a player is accumulating knowledge to make things that no one has ever made before. It feels like a culmination of all of the player’s efforts, rather than the efforts of someone just starting out. Thematically, Invention better suits higher levels.
Invention also doesn’t feel as new or impactful as a standalone skill – not in the same way that Dungeoneering or Summoning did. It overlaps thematically with Crafting and Smithing. It’s important to note that, even though we’re not releasing Invention as a skill, we’re not against making a skill sometime in the future. We simply feel there are better choices for a skill.
We also feel that we can bring a sense of progression to Invention, similar to a skill. While you will not see Invention on your skills tab, we will still design it with unlocks in mind. For example, a max player will not immediately jump into the top-end of Invention and make the best items. They will have to work for it, and will be rewarded for doing so. We might even consider hiscore tables to retain that feeling of chasing first place.
As an update to multiple skills, aspects of Invention can also be released earlier. Dungeoneering took over a year to develop, Summoning almost ten months. We can start work on Invention earlier and focus on getting you some of the core components within a shorter period of time. By reducing the size of the update, but not sacrificing its appeal, we can be sure that we’ll get you Invention updates within a year.
But what might Invention include? You can expect blogs, livestreams and polls over the coming months on that very subject. We’re also planning to release a Player Power poll next week. We’ll want you to tell us which avenue of Invention excites you the most. We’ve certainly got big ideas for each of these options:
We’ve laid out our thoughts, and now we want to hear yours. We’re eager to hear your feedback, so make sure that you post your thoughts on this thread.
Thank you
The RuneScape Team
http://services.runescape.com/m=forum/l=0/sl=0/forums.ws?16,17,89,65592589
If you’ve been following Invention, you might be wondering whether it’s a skill or not. It was announced as a skill in a Player Power poll, before we talked about breaking it up into smaller chunks at Runefest, making it an addition to multiple existing skills. There has been very little information since, and we want to change that.
First things first: Invention has not died or been forgotten. In fact, things have been accelerating in the past month. We’ve settled on what parts we intend to keep, and how it slots into our release calendar.
The biggest thing we want to answer is the skill question: is Invention a skill or not? Over several meetings, we have unanimously agreed that Invention should not be a new skill. We firmly believe that it should be an update across several skills, introducing rewards and training methods to high-level bands (80-99).
We have come to this decision after starting completely afresh with the Invention design, forming a list of what we intend Invention to achieve:
- To see players using, wielding and wearing a greater variety of items
- To provide a greater variety of items, to allow for more strategy when choosing what to use
- Players should feel a greater bond between themselves and their items
- Players should be able to manufacture items for themselves
- Players should have a greater ability to personalise their appearance and items
As we discussed these points, it became clear that we were creating benefits for high-levels. For example: the bulletpoint ‘To see players using, wielding and wearing a greater variety of items’ is there because, at the highest levels in the game, a player will only use a few optimal items if they want to be efficient or successful. As a counterpoint, lower levels will tend to level-up quickly and regularly, often changing their loadout in a single play session. The greatest benefit of an array of items to choose from, therefore, is for the higher level players.
The same is true of the other bulletpoints. For example: ‘Players should be able to manufacture items for themselves’. Players currently have little reason to make any items for themselves in the higher-level game, whether they are combat or non-combat items, and consequentially don’t feel a great sense of pride in what they make. Part of this is an issue with how Smithing, Crafting and other manufacturing skills work (something we plan to address in future content), but realistically it’s much easier to buy the gear you need, which doesn’t forge a bond between player and item. Invention would provide benefits to items manufactured by the player. Perhaps, we could even allow high-level players to level-up, grow or evolve items they have made.
But, if we make Invention a skill, we will not be focusing on high-levels. Instead, we will have to spread our focus across all levels, from 1 to 99. We would be ensuring that there is content at low levels as well as high, and we would need to spend time and resource on engaging methods for training that skill. Bluntly, we would not be focusing our efforts and resources on what made us want to make Invention in the first place.
There are other benefits of making Invention a cross-skill update. We want the player to feel like they are a pioneer, meshing together some of the most advanced technologies in the game: Dorgeshuun’s electricity, Keldagrim’s gunpowder, Divination’s energy and many others. Thematically, we want Invention to feel like a player is accumulating knowledge to make things that no one has ever made before. It feels like a culmination of all of the player’s efforts, rather than the efforts of someone just starting out. Thematically, Invention better suits higher levels.
Invention also doesn’t feel as new or impactful as a standalone skill – not in the same way that Dungeoneering or Summoning did. It overlaps thematically with Crafting and Smithing. It’s important to note that, even though we’re not releasing Invention as a skill, we’re not against making a skill sometime in the future. We simply feel there are better choices for a skill.
We also feel that we can bring a sense of progression to Invention, similar to a skill. While you will not see Invention on your skills tab, we will still design it with unlocks in mind. For example, a max player will not immediately jump into the top-end of Invention and make the best items. They will have to work for it, and will be rewarded for doing so. We might even consider hiscore tables to retain that feeling of chasing first place.
As an update to multiple skills, aspects of Invention can also be released earlier. Dungeoneering took over a year to develop, Summoning almost ten months. We can start work on Invention earlier and focus on getting you some of the core components within a shorter period of time. By reducing the size of the update, but not sacrificing its appeal, we can be sure that we’ll get you Invention updates within a year.
But what might Invention include? You can expect blogs, livestreams and polls over the coming months on that very subject. We’re also planning to release a Player Power poll next week. We’ll want you to tell us which avenue of Invention excites you the most. We’ve certainly got big ideas for each of these options:
- Non-combat Inventions – Create inventions that fine-tune your tools and give you new methods of non-combat training.
- Customisable appearance – Personalize the look of your gear
- Fine-tuned stats – Create a greater degree of variety within YOUR equipment stats and player abilities.
- Level stuff up – Level up things other than yourself - like weapons, gear or followers.
We’ve laid out our thoughts, and now we want to hear yours. We’re eager to hear your feedback, so make sure that you post your thoughts on this thread.
Thank you
The RuneScape Team
http://services.runescape.com/m=forum/l=0/sl=0/forums.ws?16,17,89,65592589
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BTS Video – Easter Eggs-periments
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Easter Eggs-periments – Holiday Mini-Quest
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Membership Bonds & Easter
Membership Bonds & Easter 2015 have arrived! Play to pay and chocolate mayhem in one big update.
Read more
Read more
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