#Engaging Skilling Content
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Whenever you skill with mora than 5 ppl or somethign random events can happen which players can participate on to get extra rewards
Tho, Im not sure about the events being random, they should probably follow some schedule
Maybe just eliminate evil tree
and some random tree becomes an evil tree
whenever 5 ppl are there and they can kill that evil tree there
Have both individual and group rewards, but more so individual rewards
For fishing, i would like to see players going to sea more
but Ig some random sea monster could spawn and you have to throw harpoons at it or something
Tbh they could even repurpose some mini game rewards as rewards for these new forestry style skilling events
Like you can have sacred clay and trouble brewing rewards there
Or add some gameplay mechanics of those mini game for some of the events that happen
Idk if I fully agree with repurposing mini games like this, but maybe it could happen to those mini games that are really just bad or dont have that many ppl playing them at all
Some obv exceptions would be cwars and soul wars
but there are a lot of rewards in like fist of guthix such as the herb and fish gloves that could repurposed and added as rewards for these random skilling events
tho I personally do like fist of guthix, I'm sure there could be more discussion about this
Stuff happening makes sense too, it makes the world feel more alive. Are we just expected to believe that we could chop trees all day or for weeks and nothing happens around?
You could also possbily get components or materials for skilling offhands through these events
Still lots of offhands the game could use, this could seriously boost skillings profitability. Especially if rock fragments or woodshavings or whetever else you could get from skilling could be used to make new skilling offhands
Shoot, talk about progression, you could also get auras through some currency obtaind from these events
and you could upgrade your aura as you progress through your skilling journey
Make skilling outfits available for purchase maybe
Shoot there is already a currency you get from skilling actually, it's what u get to make the elite skilling outfits
Just remove those from invention and add them as buyables from new shops or something
make it so u get this currency at the start of your skilling journey
not at lvl 70
Y'know what maybe sentinel fragments and such are tradeable
and you use that to make the outfits and so you can even sell those on the ge too
they could possibly be like chronotes
This way people could either skill for the outfits or auras or they could buy them
by buying the currency from ge
and skillers could make even more money selling this currency, and from the random events too by possibly getting components for skilling offhands
Some minigames that could prob be removed and repurposed without people complaining are prob vinesweeper, trouble brewing, fishing trawler, sorcerer's garden, and Impetuous Impulses, possibly temple trekking.
impetuous impulses is more so a training method than a minigame
Tai Bwo Wannai Cleanup too
temple trekking is just fun
Yeah, I like temple trekking too
it's minesweeper but as proactive farming
if they combined the store with the manor farm beans
and improved the xp scaling a bit
it'd be a decent low / no input farming method
as it stand though
it's just not worth putting in time
unless you don't wanna rng a specific seed
from a low droprate
lota seeds missing from the store too
Idk maybe one day vinesweeper was popular but in my head it never has been. I even remember pyramid plunder popping off back then
never was the most popular thing, but it used to be pretty decent for getting a specific herb seed
back when the alternative was slayer mobs or master farmers
vinesweeper has a niche
it is by far the fastest way to get some specific seeds (whiteberry springs to mind)
yeah I assume they're about 400gp each on ge
(or whatever the generic 'seeds' floor price is given pof/root)
new wc currency could have a base price for seeds
agreed its not a proper solution to active skilling. However I do think its a fine addition to have as a bandaid middleground. The few times I afk, I slap on Alt1 and move for timesprites still
Absolutely, I dont think anyone that is "pro active skilling" is "anti afk skilling" just atm to me it feels imbalanced especially pertaining to gathering skills. Gathering also seems like the easiest to solve by finding ways to make the process involved with the player, I think Artisan and even Support skills are where the trouble would lie.
Yes absolutely and those are fine and dandy as ways to still allow people to afk but be rewarded for being moderately involved. But, to me, active skilling involves the player in actually playing with game mechanics to gather or create items/xp
Yeah and I think there isnt enough for those that want to be "very active" for the skilling side. Thats definitely there for pvm (with a high skill ceiling as well)
going with @cobalt vapor 's categorization of very afk, afk, active, very active; I'd put safecracking in active leaning inactive. Obviously the lil shimmer system to rapidly crack the safe is there, but you dont HAVE to interact with it to open a safe.
not sure if you saw https://discord.com/channels/303835144073248770/1367197129981952091 but the Mod working on that has something similar involved with the new essence mine
hard disagree lmao
will admit it was more fun when it was properly balanced
another casualty of eoc
still entertaining though
Another thought on the "bandaid" solution would be to integrate the stamina system into the rest of the gathering skills? could also find a way to revamp stamina a bit to really make it the "active" players friend
Yeah absolutely!!
Rather have fewer of those methods, as they aren't meant as fun gameplay
Connecting afk skilling to active skilling by having like a portal to the active activity next to the afk activity, that I would like
How would that work for things like fishing and woodcutting where the entire gameloop of the skill is click once and let it go until it stops
I think Temple Trekking is still super fun tbh. Solid rewards still and lots of unique strategies for completion.
I still need to find finish of TT. Everyone just levels up slowly
That's the thing, we're trying to get updates that are like big game hunter or safecracking for other skills and then that won't be the loop
But you said a portal to connect the two. Are you saying the new content that's supposed to be active should have a portal for an afk version? If so I think that's in really bad taste. The two should be separate. The content should be like bosses, group or solo intent/ afk or active intent, there shouldn't be both for every method
It's okay to split content
"This upcoming update is an active method, the following update will be an afk method"
But you said you like being active like with rockertunitinies. I'm just saying this is a better way to do it where the active option is actually meant to be fun
I said its a fine bandaid solution. And also I don't see how making an active involving skilling method is fun by having a portal for an afk version
To me that just says that everything in the game should be afkable or in the case of bosses soloable/groupable. And that's just not healthy, it breaks down the game. That's why skilling kinda sucks for a lot of people that enjoy playing actively, its been all too catered to the afk mentality and completely redundant to try to do it actively when it doesn't really benefit you to do so
I feel like rockertunities are kinda like that. You design 1 thing to be everything at once where it's afk first and then an active option added on top. So it ruins the vision of the active content by being tied down to an afk option
That's why you need an actual active option that was designed to be active first next to the afk option
Yes im just lost on why you mention a portal then? Cuz everything you said there is what I want. The portal thing is what throws me off.
Like if you release a new grove of trees that actual require you to very actively cut them down, where does a portal come in and actually make sense in the world?
Like why have rockertunity/time spirte/fort focus gameplay for an active variant when you can just have the portal
I don't want a portal. Just add a new method
Why not both
I don't think anyone will disagree with more active and engaging Skilling content. But we also need a better and improved system for gathering skills, a standard if you will, for any tree, for any rock, for any fishing node. No one will disagree with new engaging content that is outside the standard of how gathering skills normally work. But the base system itself of how players gather resources could also use a touch up and the sprite/focus system offers some variety while not necessarily taking away for those just want to afk. My suggestion for events was also to even add more variety to gathering Skilling through events. But this only happens when a lot of people are in one Skilling area. This is heavily inspired by osrs' forestry update to wc. Which basically does that.
Without events this kinda already has been implemented to divination. On which the more people there are the higher the chance for enriched springs and the longer they last. This could happen with other skills too. I'm not entirely against a portal that takes you to a place where more active content happens, but what, were just going to have portals at every Skilling location? Wouldn't that be a little silly? Besides that, like I said, the base system of how resources are gathered could and should probably be improved too.
The portal idea by itself could be silly indeed if not done right but I think the focus option is a bit silly too and doesn't take away from afk either. Both could be in a sense a necessary evil for the sake of having better design. I think even removing rockertunities but having a portal to a new mining minigame instead (like safecracking) would offer greater enjoyment overall.
Well only you can see the sprite when your Skilling, a portal would probably be visible to everyone even without Skilling. Also like I said something should be done with base gathering Skilling too
I'll give you this, maybe it isn't a portal, maybe it could be a hole you could go down under to some new activity or something. Something more natural
divination has guthixian caches as an example for that.
but i think caches became unpopular because it is designed more of a DND than being truly incorporated or "feels natural" to the core skill's activity itself, unlike enriched memories and chronicles
It needs to be a fun version of the skill though
Like a hole to a safecracking place in this case
Might just be me, but I find guthix caches more fun than safe cracking
For sure, group elements always help. Either competition or teamwork mechanics
Just a shame that it can't be done all the time
What do you like about safecracking? You've been bringing it up. I ask cause I don't see it to be much different than time sprites in practice. You either afk them or you gotta click ig the glowy thingies and eventually you can move on to another safe or just stay there. I guess moving to more locations add variety to safecracking.
I guess clicking the glowy thingies do require more attention and precision
in safecracking
i think there's a range of how active and afk these activities can be, and how players prefer them.
there could be a short and quick vote on how each player ranks each activity on a scale of 1 to 10 (1 = most afk, 10 = most active), while also including how much they enjoy it
4 things.
- It has progression so it feels natural in the world as something that you do all the time. Low level safes and high level safes, just like big game hunter.
- It was designed to be active first and afk second. You listening to the unlock sound and clicking on time was definitely designed active first since it automatically unlocking sometimes doesn't sound like something that was designed afk first. Like it's not natural design.
- Since it has progression, it can be expanded upon, like potentially new safes with 110 thieving. This means that JMods have a clear foundation to work on with 110 thieving. We need more of these minigame-ish foundations, baselines for the skill that are easy to expand upon. Though 110 could still add an extra mechanic.
- Besides listening to the blue box thing that also has a visual telegraph, it's also fun teleporting around the world doing different safes, kinda like clue scrolls and then the listening bit is kinda stationary enjoyment in between.
If it's fun then I don't think it's a big factor but a little bit of afk is fine during active methods
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Progression as you go to low lvl safes and then high lvl safes? Or that you unlock higher lvl safes as you lvl up theiving? Is it that low lvl safes remain somewhat relevant in the training method? and that feels like progression? I ask cause depending on what you mean, every skill has some form of progression, as you lvl up you get access to new rocks or new skilling content. I assume you mean the relevance of including low lvl safes in your trips to high lvl safes?
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I mean idk how it was meant to be designed but you certainly have to pay more attention to the cues to unlock safes. If anything I suppose safe cracking is active skilling. So I suppose you like that it requires players to listen to the cues to unlock safes.
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I mean there could be new trees too or rocks or fish too, that can be progression too. Idk if i'd call safecracking a mini game. It just has you travelling around to different safes and unlocking them by listening to the cues. Like there aren't teams, and you're not going against anyone or anything necessarily, there's no score, there aren't rounds.
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Yeah, the visuals and sounds do help. Arch and mining have them too. The only difference is you don't necessarily have to time them. And yeah travelling is fun as it kinda gives you a break from what could otherwise become a grind.
So yeah, idk about the progression thing and mini game thing. But I think your biggest point is that safecracking is active first and afk second. I think you're right. For the most part safecracking isn't as afk as mining or arch. It certainly requires more player attention to keep on safecracking. I don't think this is necessarily a bad or a good thing. I think it could be an issue if there wasn't a completely afk way to do thieving but pickpocketing has become the afk method for thieving.
I think a main issue here is the decision whether they should introduce new methods which are more active vs. improve the current methods so they could give players various options on how afk or active they want to be
Tbh, I think they should do both
I think you may also mean that you like that you make progress in unlocking the safe?
Every time you click the safe at the right time?
- Meant that it has progression for safecracking, so you can have fun with the skill early on and that defines the fun part of the skill. Instead of being a random level 90 minigame. Feels natural since it's the whole journey, fits into the world and that's what you remember the skill by.
- Basically safecracking is fun while doing it actively, so you can kinda deduce that it was designed active first.
- The point was that we want fun skilling, so it's easier to design if it has progression too.
What I mean by minigame is just an innovative way to train the skill
Progression is that there is a safe at level 60 but a different safe at level 90
I think I get what you mean, yeah. I think for active content the safecracking methods of clicking at the right time do make it more fun as it requires the player to be engaged, by having to listen and then that is rewarded by making progression in unlocking the safe.
Still tho, people do like afking, it feels nice to make progression as people do other irl stuff. I don't think this should change, I really like it and I'm sure many people who play the game do too. Time sprites allow for more variation when doing regular skilling, without necessarily forcing people to be active. They give players the option to be active or just afk in regular skilling. Even more options could be added if events were introduced. Being afk and having the option to play how you want to play is one of the big things that make runescape awesome, specially now with mobile. Like I said, I wouldn't argue against one or the other. I think the game needs both.
But yeah, new content like safecracking for other skills sounds awesome.
It probably helps that you can get like what, 1.5m xp an hr base safecracking too, lol
That makes it worth it and rewarding, if safecracking gave like 200k xp an hr, it might be a different story.
Didn't mean progress by unlocking the safe but rather progress through the skill by only doing safes if the player enjoys safes a lot but something like that.
I still don't think having a portal is all that different than time sprites. Maybe when you're at work you just afk pickpocket and actively click once every 15 minutes but when you have some free time you actively engage with the game by going through the portal and doing something different but still leveling the same skill
Maybe, I'm just talking about the design rn
I'm not sure about events. When I have time to engage with the game then I want to be constantly immersed
So I suppose just having more options for players as to how they can go about leveling up their specific skills? Ex. For thieving you can just do pickpocketing to 200m or safecracking from 200m, the choice is yours, but maybe other skills like mining just have mining rocks. I see what you mean now.
Yeah, I don't think most people would disagree with this, I don't think.
Need safecracking but mining version too
Oh it does matter. There is a lot of fun content the game has, like mini games, great orb project can be really fun. But people just don't do it because the rewards aren't there it's just not worth it. We're older now, we have less time to play and we want to get out times worth
Specially on an mmo were progression is like basically the top thing
I do think that this is one of the issues too, yeah. Content is released but only to fill gaps for specific levels and doesn't necessarily facilitate the player in doing this sole method all the way to 200m.
Thank for pointing that out, I do think you made a very good point.
Mhm and then there can be a fun sole method just like that for every skill and you can hop between them or go afk for a bit if they get burnt out of 1
But ye I try
I try to sponge up all the design information and make my deduction lel
yep. the only thing i want to note here is I hope whatever we get out of this, that they dont just add a single method (like safecracking) and then just use that from "lvl 1-120" I want new things to do constantly within skills that still hold the theme of the skill and the actual use of the skill.
i personally dont like how fast safecracking is. I think it really ruins the ability to have progression through those middle levels for more thieving content
but why a portal, you just go to a different place in the game to do something different with the same skill. The fact that you keep saying portal is just throwing me off so hard
I will also psuedo edit my thing here. I do like the idea of "safecracking for other skills" in that you have a new thematic thing you do that has tiered progression throughout the skill. But I wouldn't want it to be a one and done thing like safecracking currently is either.
Also I want the activity for an active method to be differentiated from an afk method. Like safecracking vs pickpocketing, which is also why im thrown off by you mentioning a portal. I dont want it to be just pickpocketing but more active, I want it to be something entirely different that simply requires the player to interact with the game constantly more than just clicking a single guy on repeat. (Thieving example but spans to every skill)
I'm thinking 1 of these new methods 1 for each skill and then we'll see where we go after that
Portal because it replaces rockertunities in design
I don't really get the point here
the design is completely fine as is for an activity thats afk first active second.
because its just new content, i dont just want them to rework how mining works as a whole just so i can actively hit a rune rock. I want something that is completely different from find rune rock and hit rune rock
of course, cant get dozens at once
I just dont want it to be a one and done "engaging skilling content" done
I'm theorizing that the design isn't necessary and may be over bloated
I'm not sure if this is different from what I'm suggesting but coul have a portal to that sure
Would still take awhile to make an active method for all skills but then those methods could be expanded upon with 110's with an extra layer of mechanic
overbloated how? and how does a portal solve over bloation
I mean the portal could just be a piece of jewlery that teles u there ig
imma crashout if someone mentions anymore portals
It needs to be an accessible portal that everyone can use to opt-in into being active to do something fun, unlike rockertunities
I'm not sure I fully understand how time sprites and the portals are the same? Is it cause u can just go from afk to active quick ig?
Yeah and the active option is actually fun
I mean I think we're discussing 2 different ways of doing things
how are rockertunities not opt-in?
because they were designed on top of an afk first method
i dont want to take away from afk players
Yeah, i dont think most will argue that they
i want something new that was designed for active play
Right and then we have something separate for being active
Rockertunities aren't afk though
brother
The afk option is u just dont follow the sprites ig
rockertunities arent supposed to be afk, thats the point. its an option on top of an afk thing to reward you for being active
just like you wanted
where you're working so you afk for a bit
then you have some time
so you interact with the rockertunity
yes and we want that too so we're saying to add that as well
theres no reason to remove rockertunity because its fine
just make a new mining method thats also active
completely new from the existing afking rocks
with no portals
emphasis on that last part
i dont want the new content to be afkable
at all
otherwise its not an active method
thats the point of active play, you dont opt into afking or not with it
if you want to afk, you go do the existing afk thing
Active content should be opt-in
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do you just want to be able to sell stuff to the ge from the rocks too or?
and bank at the rock
so you want to be able to chose what type of rock is infront of you
click the rock, make it a bane rock and hit it
then swap that rock to animica when ur lvl 90
disable movement in game
I'm confused
I don't think the portal thing is feasible either. There are 20 something skills in the game should there a portal at every afk location for them?
Just to access the active content?
I don't think Bologna disagrees with more methods like safecracking either that have that progression. It's just that we also wana keep the options for afking and semi afking too
I keep accidently hitting enter :c
I'm imagining 2 baselines for the skill. For example pickpocketing afk and safecracking active. You would have it for every skill, so you would want a quick transition between the 2 cores of the skill which should be obvious
Like an obvious method to interact with both
Time sprites do well to fill that semi afk gap, but maybe there are better things
I didn't think much about semi-afk but big game hunter and safecracking kinda have afk parts
Well yes, but the whole basis of bgh requires u to be active, to hide, make, load the ballistas, get poison from the frogs, fire the ballistas. Even tho bgh or content like it has afk parts, I wouldn't call those semi afk
I hard disagree with being able to transition quickly between the two. It's already pretty easy to do that now with thieving as the example. A random portal in the world would make no sense, and is frankly "easyscape" with this idea of quickly transitioning between content.
Hmm, I'm gonna have to think about how much I think that is necessary. Like the game grabbing you for just a second and not really getting you immersed.
Not gonna be easy when the big dinosaur catches you
Listen, it may seem silly, but I find myself following that dam sprite more often than not, lol
what does that even mean??
Same I suppose for efficiency. Hmm.
Probably, but yeah, i think they have their place.
I'll give you this too, perhaps it could be an item that does that. Skilling outfits already do that, having teleports. There could also maybe be enchantments for tools that let them teleport you to other locations easily.
This way you could easily teleport to locations without portals by just right clicking your axe or ur outfit or something.
If it's a bronze axe then that would be pretty core to the gameplay I suppose
I'm kinda trying to debate how this specific gameplay makes me feel. Like afking so I can always progress, sure. Getting fully immersed into doing something like big game hunter? Absolutely. Something in-between, eeeh maybeee
Leaning towards a no but still thinking about it
I see it as just giving people more options about how they go about gameplay. I don't think there's anything wrong with that, more benefits than anything imo
Like options just for having options?
options will be used
Like I said, I find myself doing the sprite more often than not
There needs to be a point to it though. Like maybe you'd rather be being afk and enjoying something else but in the back of your mind looking forward to that portal and doing bgh instead
Sometimes people don't wana be active liek do bgh, sometimes they dont wana be completely afk
I'm not sure how often people feel like that, like it might get kinda tedious
Well that's the thing once you don't feel like it, u just dont follow the sprite
or ig u do something more active
There's appeal to all 3 for different groups and moods
If you're doing the sprites kinda temporarily, I'm not sure if it would offer like, a big portion of enjoyment though
you have afk, you have low-effort but "I'm doing something" lean forward, and you have something more skill based and exciting/non-afkable
which would usually be minigames or something unique
RS has usually done 1 and 2, OSRS has usually done 2 and 3 then started introducing afk unlock activities as unique cases
Well, i don't think most people will get some sort of excitement from following the sprite but it does give a sense that you are being a participant in the content even if it's just you moving seldomly to different spots
I still think it sounds a bit silly. Like I wouldn't actively think I'm in the mood to be semi-afk
Like I'm always doing the rockertunity but like I'd rather have a portal. I pretty much never go completely afk
It's a strange topic
I don't think there's a problem with having both
I feel like it's a bit bloated for overall design
Those don't have a big game hunter and safecracking variant
Yeah, they can have that too
We can have 2 things at once
I meant the sprite thing
just have the outfit tele u to active content
outfit teles u back
once the active content is there
why is there a portal instead of someone just saying "I want to go do the active activity"
For streamlined design
no
?
I think he means no portals
Confusing
you don't need some heavyhanded "change everything you're doing on a dime for a new activity" setup for most of the game
That's rockertunities
no that's not
Seems so
if you can't see the difference between opting into clicking a glowing rock/4 ticking the rock in the same environment because it's all one system and "I'm afking grabbing lizards, guess I want to stop afking time to walk through the big portal next to me to enter bgh" or something, idk what to say
there's plenty of more elegant solutions than that
Just talking about the concept, don't need to be elegant when talking about the concept
rockertunities are an essentially afk way of skilling
they're predictable, have an audio cue etc
hitting a rockertunity is far less jarring than going to a high-intensity method (which mining DESPERATELY NEEDS it's just bad atm)
nobody is bothered about it taking a full minute (it's rs3, 5 mins is unrealistic) to go from afk to an active method
If the active method is the core of the skill, shouldn't it be connected to what you are doing most of the time which is afking?
Also if cutting out rockertunities, I feel like people would have more fun with skilling overall. For example cache isn't jarring in the way it looks or anything. Just imagine that was a constant minigame
4 tick mining 
yeah, one of the biggest travesties of the rework is that 4t mining is nowhere near a big enough buff
base mining could do with being nerfed by about 20% such that 4t could be about a 40% buff
I suggested player owned castles and towns in a player owned island for construction as a way to make construction a better avenue for player creativity. But it has also made me think of the possibility of crafting also being an avenue for player creativity in the game. Being creative is engaging. Could it be possible for players to design clothing? I feel there should be something. I know you're able to color rune & steel helms and shields with ur crest via cosntr, but I really feel this could be expanded
I know there should probably be limitations, but I think it be interesting to have pieces of clothing players could design and change the colors of. They could even be the clothes our characters wear
Could be boots, pants, shorts, shirts, skirts, blouses, coats, hats, players could choose different lengths, buttons, etc.
It could be necklaces and amulets too, there could different colors of strings, and different shapes design for the gem
remember how when mining rework launched and afking at 0 energy was notably stronger and people got mad when energy was made more relevant?
yeah this comes back to my general thesis tbh
afk needs to be compared to being logged out rather than any actual method of engaging with the game
if it gains any progress? pretty good, gz on your 20k xp/hr
i don't know if mindless "active" gameplay is a good design to go with.
while it can be considered "active", it is absolutely boring and un-engaging.
active gammeplay should be engaging
4t mining is nowhere close to being considered as engaging, which i strongly think is the problem with designs and approach about "afk versus active"
therefore, the whole point of this discussion (i guess), should be "non-engaging versus engaging", right?
there's room for lots of things
but it's correct that if they added "spam click on digsites to get faster arch mats" would not thrill me compared to something exciting/unique gameplay
cos i see the parallels of the discussion between skilling and combat. which is why i think combat team has done a great job in the past 14+ months in making combat more engaging - something skilling has not yet achieved so far, seemingly focused on "active" rather than "engaging"
this
at this point as long as a portal aint involved, i want it
?
I would agree that rockertunities etc just make you stare at the screen while waiting as opposed to something else while waiting. There's no role play thinking or strategy thinking or story thinking. Arch was better in that you would have a constant narrative you wanted expanding by progression, like what's with the random door or just daydreaming about the wider world the writers were creating.
As much as I can't do elite dungeons, people said they did the same as me and sort of roleplayed the idea of sneaking in and sniping off enemies as they went. You need something in your head while playing.
Chat works on launch for keeping something engaging but then the space empties and you're left with just the content you realise it's tedious for most skilling.
Imagine mining had multiple types of resource gathering methods:
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AFK rockpile mining. Low exp, randomized resource payout with a high yield of low-tier resources (coal, clay, sandstone, etc) and occasional clumps of rarer ores. Prospecting different rock sections allows players to prioritize rare ores, similar to the 'tears of guthix' minigame. Rockpile is 'replenished' (randomizes yields) periodically, with minecart deliveries of unsorted rock.
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Enriched competitive ores that deplete, similar to elder trees. Slow respawns, can be located in dangerous places. Decent yield of specific resources, Decent EXP. Not AFK, but not high intensity skilling.
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Tunnelling 'minigame' (hopefully not actually a minigame because the main problem with Dung was it being divorced from the overworld economy). Huge, sprawling randomized 'dungeons' that all players can explore/excavate over the course of a day/week before the next reset. Similar to dung, but in much smaller map squares. Progressing requires prospecting walls to find enriched ores/unstable earth/impenetrable bedrock. Build reinforcements to prevent cave-ins, burn off poison gasses that otherwise cause poison damage, lay track to have minecarts deposit directly to your ore bank. Bring your mining headlamp to see. Create air totems to maintain oxygen levels. Common loot include Ores, bones, and archeology components (type dependent on the mine's location). Stumble upon elder-roots, divination rifts, underground rivers, unpassable ravines, angry rock golems and long-lost dungeons filled with undead. Find long-lost 'treasure rooms' locked with puzzles, but full of valuable rewards (available to all players who have contributed to reaching the treasure room). Further rewards could include a furnace-cart, allowing you to auto-smelt ores you gather before banking them (no exp rewarded). This activity would be both collaborative and competitive, and encourage creative, engaging gameplay.
High EXP, Decent yield of various resources, with 'boss level' loot value/rarity and risk.
I absolutely agree it is better to have actual bespoke content; I think realistically the solution to the absence of active skilling probably engages cheap tweaks to existing content so we're not ultimately asking for several large risky projects
especially since jagex hasn't yet found the special sauce on making engaging content appealing to the whole constituency who want it
i kinda dig (no pun intended 😉 ) the idea of some sort of world centric "minigame" that resets like once a week or so that everyone participates in. I'd imagine we'd get a dedicated server for this activity that is high intensity where maybe you kinda use construction as well to prevent cave-ins while also creating this massive quarry with the entire world. I could even see a thing where they keep a record of how far the world can dig before the reset which would add its own external interest driver to the activity. Im imagining players get contribution (maybe up to some cap) and at the end of the week you get a big ass reward of mining supplies ranging from anything within your level bracket (potentially even a bit higher).
I could also see a scenario where as the world is excavating, we'd periodically uncover your "rockpiles" ( or just regular ores that we currently know in game) that also incentives afkers to participate on the world when they have time (shout out to @stray sonnet to have your 'opt-in' experience)
Needs to be active 24/7 but something like that
as long as the content is fun and keeps up in xp/output as regular mining, i see no reason it wouldnt be active 24/7
ya, i agree with it needing to be 24/7, rather than limited time slots only
yeah my interpretation is that is always going so long as people are actualyl doing the activity (like artisans or just community div)
and both of those as examples is that people are willing to hop worlds and do the stuff around other people as long as it benefits themselves as well
even wintertodt from osrs proves that
i would definitely take portables and community div as great examples of how and why these activities are successful
yeah i mean im an iron so i lowkey forgot about portables but yeah that too
You mentioned ‘leaves, woof shavings, …’ > I would love skilling events like osrs forestry ingame
Get such drops while afking but also (more and maybe other items during the skilling events which occur randomly)
Some side rewards like a whistle to transform your … (skill) pet into a fox, is lovely
Mining could have a tiny meteor, sprites wandering and need to ‘catch’ them,
Those activities/events could come in personal and community.
Where community not necessarily means you need other players but other players can also interact.
Giving some boost for those for see it and are more active or just active compared to afkers.
When the Woodcutters’ Grove was announced I thought this would include OR even be something like Forestry in osrs.
Oh for sure. At first I didn't think much of the Osrs forestry update to wc but after participating on this jmod topic, I'm really starting to see the genius behind it. Boosts when more people are together does well to bring the community together.
Players obtaining something else other than logs like leaves does well to reward players further and it makes sense that you'd get other stuff. Really hoping that they add leaves, wood shavings, rock fragments or something cause the idea of these being tradeable/being like chronotes and used to buy Skilling outfits, possibly auras, and more like pieces for Skilling offhands would do great to boost Skillings profitability per hour.
It also means returning players with 99 or even 120 who never got the outfits could buy them
And be better prepared for future content that could require these things
not every currency/reward should be bought, just different ways to obtain the stuff
some bought, some traded, some drop (rng), ...
I agree, Skilling outfits and possibly auras should probably be able to be bought imo. Just like arch outfits. Ideally tho, I would like to see outfits from this currency and auras from related mini games.
Even to make time and space mattock it's not like you buy the entire mattock from the arch shop, but you buy a necessary component for it.
Something 'small' but still something I wanna add, active vs afk players. If I play osrs I see that burning logs seperately (making lines of fire) awards more xp each log, using a bonfire (afk) gives less xp, which is perfect and makes sense. Active and making lines awards more xp but in rs bonfires gives more xp compared to single fires (lines).
It's something I'm really standing behind of (if this is a good sentence), it's like random events, holiday events. There is a shop or even a second shop with a different currency, a seasonal quest with rewards, maybe some reward (like Muncher 'pet' during some H'ween event, where you dig for him). Different ways to get certain items
If I have a low number of logs to burn then line of fire.
If I have heaps then I see Violet for a bonfire.
does anyone know the link to the pre-launch blog for augmented rc and thieving? the official news post on the website (of 25.4.2025) says literally "We will talk more about this update in a prelaunch blog the week before the update" but I can't find it anywhere
only 3 days until the update, so the blog must be somewhere
finally it's there
Just posted a few hours after you asked
yeah pity they don't make prosper also work with rc
but maybe that's added at a later stage
so far, it works for any skill that has augmentable tools, would make sense to have it with rc and thieving too
Yeah i mean the assumption would be that any general augments that dont state specific skills SHOULD work but we'll have to wait for them to reply and or try in game
Has the Jagex team ever thought about making different tiers of fishing rods? Like regular fishing rod, oak fishing rod, to Eternal magic fishing rod, and maybe a fishing rod of life and death?
It makes sense that a player would need stronger fishing rods for bigger fish that might pull harder.
You could use fletching to make the base and just string the rod. It could help up the price of logs if you could make something else with them.
Im not opposed to that idea but thays not exactly engaging skilling related
It could be 😮
Adding different tiers of rods could add more complexity and mechanics to certain fishing content
IRL do rods actually matter? Isn't bait much more important?
Rods and lines affect your actual reeling power. If your rod can't handle high tension it'll snap, same with the line
Bait would only really determine what species you actually attract.
Fish fingers does a fairly decent job of diving into that complexity for a 15 minute match
i would envision it to be like ore box and wood box upgrades. you just build the first level, then upgrade it throughout your use of the skill, rather than creating separate individual ones?
or would that apply to "fish box" instead?
There should def be a fish box, I mean i guess there's the tackle box, but fully upgrading it sure takes a whole lot of fish flingers. There should also be a potion box where you can store your unfinished potions and secondary ingredients to make invs full of potions
How would you make a fish box? And it should be a fish net?
I assume in a similar way you get the woodbox and ore box. I think he was referring to upgrading the fishing rod like an orebox tho
Tbh, they could get rid of harpoon fishing. You can fish tuna, swordfish, and sharks with fishing rods. They just have to be heavy duty fishing rods which a new tier of fishing rod could replace.
I suppose they could keep both and just allow you to also use strong enough fishing rods to fish tuna, swordfish, and sharks.
Same thing with mackerel, cod, bass, seerfish, and sillago, you don't specifically need a fishing net for those, you can use a fishing rod.
You could get rid of the big net fishing tbh. This one might be a bit too much, but you can also fish lobsters and crayfish with nets. So you could remove lobster and crayfish pots and just have a net for both of those
So there's definitely room for different tiers of player made fishing rods.
Barbarian Fishing as a fishing section, so you can't get rid of Harpoon fishing.
I mean they could keep heavy rod fishing for barbarian training I suppose
or just keep everything the same and make it so you can fish big net and harpoon spots with strong enough fishing rods
honestly it's criminal that experientially fishing is identical regardless of tool
lobster / karambwam fishing should have a fish version of rockertunities
fly fishing could use the stamina from mining, with it slowing down when u don't click for too long
Im sure a lot of this is in the cards for 110 fishing
wonder if it's gonna be escaped heim crabs
pretty limited selection of crustaceans outside of daemonheim
beyond lvl 1
Coconut crab would probably be a decent meal
I do think fishing should have the fishing rod solidified as its standard tool of usage. I don't think we should get rid of harpoons or nets, but imo these have the opportunity to be applied to different active fishing methods and content with different mechanics
Like what if we are able to cast nets at possibly moving fish or something
or harpoon them
could be fun
How do you awesome ppl feeling about 2 handed skilling tools? Could add some variety into skilling
There could be content that first requires the greater force of a 2h skilling tool to break some outer layer, then the better precision a 1 handed tool to gather said resource or something
Would really just depend on what exactly a 2h tool would accomplish. All the gathering skills would definitely have to have different purposes as to what and why they are 2h tools. Not to mention straight up I don't think arch could have a 2 handed mattock. As for fishing technically I'd say fishing rods would have to already be 2h, can't exactly cast a line properly one handed.
you just need 120 strength to pull it off like vanaka
lol
much as I said in your suggestion thread - I think it would need to come with mechanical changes. click node + afk is essentially a finished product, there's no benefit or need to add more variety to it at this point; it's that core interaction that should be revised/amended by tools at this point
I wish there was more to skills like agility, this entire skill just got its leveling progression wiped out on main accounts because of silverhawks
Without silverhawks its a active but not rewarding skill, and with silverhawks you just dont engage in it at all
We got stone spirits and wood spirits
but have y'all ever thought bout fish spirits?
it certainly make more sense since all the fish we fish are dead
i hope
fish are not dead when you initially catch them
They are dead. Put the (alive) Fish back in the water after catching will give you a message saying that fish was dead.
i meant irl
i would imagine a fish would eventually die if i stuffed one into my pocket
Yes fish do try to stay alive when they leave the water.
yes
thanks for the tip
See, they eventually die. I mean fish would have spirits right? Imo probably more so than trees and rocks
Tho if anything, pvm should probably drop bait for fish like worms or monster meat or something
I suppose specific types of fishing bait could replace fish spirits
Like there could be different types of worms inside the guts of monsters
I could see a rework for bait considering we dont use bait these days anyway with the pawnbroker. Bait could either just increase success rate even further, or give double catch idk. I would be more inclined for it to work differently to woodcutting and mining since fishing does function differently to those skills as well anyway.
I would like to see blubber spirits and don't have a need for anything else
but tbh it's kinda besides the point here
fishing is unengaging even if you double the output
Make double the output a reward from something engaging, like fish flingers
hmmm...
It be interesting if fishing bait played a roll in engaging fishing content
Closest thing I could think of is the way fishing is done in fish flingers
Maybe bait switching if you want to optimize the fish you get per hr?
Like maybe the tackle box could hold dif types of bait
yeah basically whay I was thinking. If using the correct bait you get some sort of bonus whether its better success or works like a stone spirit. However I dont think this alone would really "solve" engaging with fishing.
I think having like random big fish biting could be neat. Like maybe you have to press an extra action button or click it to reel it in. May this big fish could provide some extra boost when eaten or heal slightly more xp than the regular fish
I think having random fishing swarms appear in other places could be cool too
So if you're like a lower lvl u can get a chance to get higher lvled fish
emphasis on random
players would have to keep an eye out for them
I think the fish flingers mechanic of having like a random player get a really big fish and needing other players to help reel it in would be cool too
maybe those who help could get something too, like a fishing xp boost or some new fishing item used to food or something
those sound interesting for sure but it also doesnt necessarily fall in line with the talks we had prior about what it means to be engaged in skilling
my initially thinking about engaging fishing would be kinda like stardew where you have that "power bar" that determines your cast distance then also you have to reel the fish in by maintaining your power at certain levels (think "The Elder Kiln" quest) then once you successfully reel it in, you'd get x# of fish based on your cast distance
but thats just a spitball, and im sure we could easily implement both a random swarm and random big fish event into it as well
Tbh, I think it be really cool if we could cast the fishing line
Like with our mouse or something
The strength skill could even help with casting further or something
Fishing has tons of possibilities tbh
Out of all the gathering skills, it's probably the most exciting and full of potential
I'd be surprised if they mess that up or don't cook up something amazing
Fish flingers has other engaging parts too besides bait switching
Fish flingers is awesome
Remove champions tackle box trim req and add getting fisherman's outfit as a req instead imo.
Tbh, I think it be cool if fish flingers mechanics at least most of em could just be implemented to all of the fishing skill. The fish flingers area could be reworked as a mass fishing Skilling boss or something
Flingers is a pretty solid DnD imo. I think 3 ticket rule needs to be removed and just the numbers updated for modern gameplay exp wise since its great active gameplay. I would like if it had a bit of a reward that we can actively chase for that has a good long term benefit that can't be powercrept like what happened to tackleboxes/fishing set with porters/shark mtx set. I think something like us getting skilling supplies from the shop as a reward pull would be good like how temple trekking has it but that would conflict with the fishing trawler loot table too.
yeah fish flingers would be a great target for a qol sweep
it needs a lot less than shooting stars/evil trees (even after changes shooting stars still aren't in a great place)
The fun part is also finding the bait and hook with alt1, swapping lakes and the special catch fish which are a community event for social skilling
Even upon its release once I unlocked everything from it, I never went back to replay it which is its main problem even now. I feel like a small touch up as a game jam like Shooting Stars had and it would be a great fix up.
I think it mostly needs a reward buff, like fishing stone spirits
that reminds me
would be nice for naturalist to proc the 100% extra fish buff
it's a lot weaker for mining and fishing compared to wc rn
Fish spirits or dif types of fishing bait? Or both?
Is having 2 fishing consumables too much?
No thoughts on non-minigame bait tbh
@delicate wave
110 Crafting is looking pretty well done so far. I appreciate that it appears to bring some value back to the skill (and others, besides) and rewards active (though not necessarily engaging, too early to tell) gameplay.
That said, I see no point to requiring thread past level 99, given the Cape's current perk... Would personally love to see different tiers of thread introduced, and the crafting cape's perk replaced with something... else entirely. But that's probably beyond the scope of this update.
Thread has a use for those who are boosting to 99+.
--
I think the biggest difference between this update, and the mining/smithing, or runecrafting updates, is the jewellery is potentially adding items of value (we'll see) that retain their demand rather than being made once by/for every relevant player, and thereafter losing value. Platinum jewellery potentially fixes the supply/demand problems of mining as well, if handled correctly.
Not super excited about the primarily exp-rate based jewellery perks... would rather something more.... tangible. But it's the right principal.
Would be really neat to see some degrades-to-dust jewellery that can be enchanted with the effects of two other pieces of jewellery (by using those items on it; would not sacrifice the originals).
Would create a high demand for the resources, for PVMers and skillers alike, without having to get too creative.
I think if there were to be different types of thread it should be limited to specific content. Ex. Algarum thread for sirenic.
That or we use specific flower thread to make specific cloth for magic armor, but we still use regular thread to sow it altogether. Ex. Spin a flower> you get flower thread> use flower thread to make pieces of flower cloth> Combine pieces of flower cloth with regular thread to make magic armor.
I honestly wouldnt want different tiers of thread, notably when there're already different tiers of hides. If anything I wish we just had an endless thread item that we could attach to our toolbelt
If there were different tiers I think it should be by band, like 1-40 is thread, 50-70 seasonal thread (from POF seasonal sheep), 80-90 Algarum or w/e
i dont like the idea of different threads
fine with different threads for items which you make very rarely - algarum thread is fine
but I think the core crafting tools should remain normal thread
Algarum seems too much for the thread consumption mechanic proposed
So real question
how come we dont have pasta in rs? We have wheat, flour, water, stoves. Pasta is just boiled dough
I would like to see more proper dishes, plates, and meals in rs!
Could make for some fun engaging content
I can see Pasta coming with 110 Cooking.
Agility with timed tosses to make da dough
Well timed toss makes the pizza dough faster
Make a sauce with tomato in a bowl
Add the meatballs
Fletch and dry the pasta with some fire
Toss in iron pot with water and salt
Cook to perfection
Stick the pasta on a porcelain plate, and add sauce
yeah it'd be cool to see dishes having failure predicated on player action rather than an rng roll
maybe you can even unlock kitchens with multiple workstations so you can cook multiple dishes at once if you want to trust yourself with the timing
seems like a good way to reward skilful, risk-taking skilling
Cooking should absolutely be the most engaging skill to train.
Having methods to collect and prepare items, then combine those items together, are the best parts of any Artisan skill.
was there a statement provided for the rationale for not implementing eternal magic tree mechanic to all trees?
overcook level of cooking? that would be the most exp, most active, most rewarding
I can only guess.
Not worth the risk if the feature is terrible or just ok.
Keeping it to a high level tree, doesn't put the entire skill on hostage as they try to fix it.
Problem is the feature is good and the project is over. It's not worth the time and effort to return to it.
not sure about the "worth the time" part. as there wasn't an official vote for the feature (before and after implementation), i can only take the recollection from chats that it was a requested feature and question (before and after implementation).
idt it would be good rolled out across the skill - it would necessarily increase a lot of time to fell values, and would extend rockertunity replication syndrome
the answer, as with all 110 projects, is that the scope is limited.
Same reason they havent retiered fletching (yet! bless be Breezy & Stu)
That should be apart of the scope imo. Especially since these updates currently have only brought 1 thing into the actual level bracket of 100-110
It's been answered multiple times tho. These are only able to come to the game as they have, because they arent reworks.
I know, but that doesnt change how I feel about it
@cobalt vapor Holy heck. I knew it was bad. But the stats Jagex just shared...
Glad it sounds like they're actually going ahead with this, and that someone there has acknowledged it as a real problem that needs solving, despite the fuss a small minority will kick up.
I greatly appreciate them sharing the stat that Zamorak alone drops 2x (or more, up to 4x) blood runes each day than are crafted by players. Kinda wish similar stats were given for other items, but w/ev. I would speculate that it's the same trend.
And they're bringing Bakriminel Bolts are back?! I know a few people who're gunna be thrilled about that.
Starting to dare to let the optimism take hold... I've been a sceptic that this'd ever get fixed, for so long...
I always knew those alch machines were trouble, lol. But yeah, I think the biggest problem was on the influx of alchables. You can't blame players for trying to make their lives easier by putting stuff in machines
I honestly wasnt worried about the alc machines since I always viewed the skill ceiling between pvm and skilling as the main issue. The alching machine was a massive save on time or utilizing the General Store for efficiency sake. The bigger issue was high end combat was rewarded while a lot of skilling was devolving to more afk content. And when it becomes more afk focused, it obviously can't compete with the high intensity gameplay rewards from pvm. Its why Croseus/Gate/Runecrafting are solid money makers because their high intensity has great loot tables and you can't just afk grind something to get those special items.
Yea this news post made me come out of my lurk cave.
I had the very unpopular opinon that the nerfs were not only justified but should have been done a long time ago. When I was playing runescape I lived, breathed, and slept PVM and Zamorak was just too good. The statement they made about the progression was completely true.
The group iron man I played in, the first 2 things we did were gear up for Croesus and Glacor. You could skip almost all other low level bosses.
The problem is not the problem. The problem is Jagex's attitude about the problem.
Man give me a 1 hour work shop, an accountable manager, a mandatory 30,60,90 day check in. it would be so easy to solve the inflation problem.
And it doesn't help that PVMers have become so entitled to reaping unbalanced rewards that they're pushing back against fixes the game desperately needs, rather than wanting the game as a whole to be playable.
That jagex is looking at addressing core gameplay health is a very, very good first step towards what I'd hoped this thread might contribute towards seeing accomplished. Still need more engaging skilling gameplay, but no point creating it if all rewards from it would just be thrown to PVM problems like Arch Glacor after a year.
So upset about Mod Jack 😦
What happened to the goat?
no longer with jagex
I didn't agree with him on everything about his vision for the game but he did a lot of really important structural work for the game's long-term health. hopefully he's put his successors in a position to absolutely knock it out of the park
From my extended talks with him a few months ago, he really sounded like he'd lost faith in the game/Jagex's ability to produce fun/engaging content...
Hadn't heard he'd left... hate to think our conversation had something to do with it, but not impossible =/
It's only thanks to him we even have this thread/are beginning to be heard, as skillers, imho
I never really asked about what type of gameplay is his favourite, I think he likes logistics gameplay but it's hard to say. Definitely hard to design cool active content but it also didn't quite seem like he left by choice, so it's also hard to say on that one.
It was also hard to justify a lot of quests from what I remember
that's how Arc soups already work
would be interesting to see more recipes with several components added at once, I'm not a big fan of the layered cooking where you add 1 item to a pie shell to make a first stage of an unfinished pie, then add a further item to make the next stage of unfinished pie, and then a final item and then bake it, when the intermediate steps aren't worth much xp
for Arc soups, already cutting the shrooms and turning the fish into oil gives xp, then making the soup itself gives xp again
Yeah, that sounds good but I personally would also want a proper cooking process that the player is involved in.
suggestion: can we please color some of the skilling tools? like we can with eof, pernix quiver or passage of the abyss
it would help a lot if we could easily distinguish our differently-perked hatchets and binding rods
It wasn't his decision, sadly
I'd love to suggest an update to the statue collection bag so when rocks are sent to bank they can be auto deposited into it. Better yet, introducing an unlock of some kind allowing the statue and skill collection bags to be added to the toolbelt.
I don't think what I want is really relevant, for me the question was much more "what does RS do well" and "what do our players want"
for me personally it's a big mix
I imagine it's easier to design if you also enjoy it and have deeper knowledge on what makes something fun but yeah, we all have our preferences
yeah that's definitely true
that's a big part of what I mean by "what does RS do well"
Probably a lot of experimenting there, trying to find the core immersive experience and then finding new ways to expand on it
I can't think of a consistent pattern for my tastes
I'm quite flighty due to a short attention span but even so I've played some very long, grindy games
(not by the standards of the sort of person who gets 200M all but by "normal" standards)
I have hundreds of hours in stellaris
(and many other strategy games)
I don't really have favourites, but gun to my head if I had to pick a favourite game it would probably be portal
Adhd is the name for that pattern i think ;), at least thats how i feel. I both cannot finish a single RPG, and i comped in rs3 then made a chunk-locked ironman I played for 2 years
Different types of dopamine
but also slow, immersive stuff like subnautica or even gone home
my tolerance for narrative stuff has declined
not because I don't like narrative stuff but because my standards have risen to the point where a hundreds of hours long RPG just isn't very good because it's mostly mediocre text which feels very much like the last one
I bounced off witcher 3 pretty hard for that reason
(you can see me do that on stream)
MOBA for "take all my attention, all of it"
Rs3 for "what im doing right now isnt engaging enough.. and number go up📈"
Dark souls for "head bashing torture followed by the sublime release when I beat the boss after 50 tries"
right that second one
that's what RS is good at
speaking of which I've still got to do this 1 mask stormwind run because it crashed last time
It is very good at being 2nd monitor content. So good that on my gim, I set a goal to get to prif, got all the reqs 6 weeks ago, and still not done the quests yet... To busy afking to quest
It depends since people have different ways to enjoy runescape. For a majority, yes number goes up is definitely the thing but its more about the diverse nature of runescape of what you can do. Its really the ultimate sandbox mmo imo. you can replay the game and have hundreds of ways you can self impose limitations and enjoy the game based off of what content you enjoy. Chunk mans, GIM, Taskman, UIM, IM, HCIM, Tileman, Region Locked, 1 Def, a dozen different PvP accounts, and other various accounts. I think one of the biggest loses over RS3 is the idea that people didnt need to replay the game so more folks moved to the end game without knowing about how the early game worked until they were either forced to play it or watch it through someone else play. Meanwhile osrs has glorified the idea you need to restart your account and everyone does it for whatever they enjoy.
Leagues, DMM, all the plugin restricted accounts and various things like GIM, HCIM and IM encouraged that playstyle and its really noticeable now for rs3 where most people only 1 to 2 accounts now instead of the numerous that I know a lot of folks use to maintain several years ago
I did notice a recent first impressions video that criticised the number go up but didn't talk about it for too long
this is definitely true but it gets super complicated
especially wrt "active skilling content"
the basic logic for me is
if you have say two types of content
one has a larger audience, takes less time to develop, and comes out higher quality
the other has a smaller audience, takes more time to develop, and even with that added time comes out lower quality (often to the point where the audience it's intended for reject it)
focusing on the latter just doesn't seem like a good idea
it's not that that content isn't or couldn't be good content, or that that taste is invalid
I imagine it's difficult to compare due to low effort methods having longer engagement rates by nature but I like to think it's in the mental. That people are encouraged to play for longer when having the option of doing something immersive, the option being not far away
But yeah, can't go too far with it when trying to sustain the game. The 110's just seemed overly abundant compared to making new active baselines.
I think its really important to have 3 types of content which the game has structured towards really well this past year.
Patch Updates which is the week after a content update where the issues get resolved from the previous content release. This is how both osrs and rs3 now operate which is good since it allows for the following week to have additional updates and just good tweaks, an example is the Wood Spirit fixes or the EZK buff just recently.
Next is foundational content, things that have long term content benefits that builds on the existing frame. 110s, Combat Achievements, even certain quests that are building up to it. The problem with this update is that its not often exciting enough which leads to the third type. Exciting meaning I am not going out of my way to tell my friend this is happening in the game if they ask are there any new updates.
Exciting/Showmanship Content, which is advertising heavy content the likes of EGWD or Amascut, Leagues, New Skill, New Continent and a bit more. These are the main hooks which is great to advertise the game to hook people back into the game. They are the content you talk to your friends of all the new things that are happening.
The problem for this last type of content is that RS3 players expect content in this format since we always want new end game content. This is because most RS3 players arent playing on new accounts so they only care about the content they can do at the end game which they care about and even then that is dependent on what interests the player. For example, I care about Skilling Content, Quests and Treasure Trails but I don't care if we get a new boss like Amascut besides the relative lore implications. Because of Leagues/GIM, players are getting use to making new accounts or replaying old content again.
I think adding ways to expedite progress in time-gated creation processes like fletching eternals or primals/firemaking through something like an interface toggle to skip the "create x" interface, at a slight increase to the creation time, while requiring active engagement could be a relatively easy solution without reworking the wheel. As of right now. Runescape's skilling rewards a click and forget approach, by making existing content have an option to be more interactive and in turn conferring a higher xp per hour/progression speed bonus, without changing the core xp received per item is a way to introduce faster training without affecting the economy, while priming an engaging gameplay loop.
Osrs did it right with skilling bosses that perform similar to minigames. It solved the question of Low Intensity High Iteration vs High Intensity Low Iteration content that MMOs try to balance. It’s a great middle ground of active content that isn’t overbearing in needing your attention. Gamifying skills is the right answer imo.
I feel like skills in the video game are pretty gamified already
In my opinion I don't think skilling bosses performing as minigames is the way to go; as they in turn end up even further linearising the skill and the placement of the skill into one spot and activity. Using skilling bosses as the end it-be-all solution does not solve the internal pacing problem within Runescape of engaging content being equivalent to unengaging content.
Currently runescape has this problem primarily in the form of portables, and imo a skilling boss would only serve to further that kind of playstyle, while only additionally decoupling the skilling experience from the skill. Necromancy's rituals do this, and provide a method with the option to be engaging or unengaging based on the player's playstyle within the ritual mini-game while also requiring the player to get certain achievements within the skill to progress your armour and weaponry within it, making it ultimately self contained, but very well supported by the content path set within it through quests, and tasks.
This is the kind of mindset that I think is well received by players in examples such as active runecrafting vs runespan, or active vs inactive mining, smithing, cooking, etc. OSRS has this incorporated through the form of tick manipulation to magnify experience rates within the same time span. Really, I'm suggesting something alike to it as a built in system, rather than as a consequence of an engine limitation.
I do agree with this ideology surrounding skilling bosses. Croesus for example can technically be done the moment you create an account (granted you need to be carried to complete a kill) you can 1-99 the skills at this boss with relative ease and decent pace compared to the actual skill. To me, any activity that is deemed an "active" method should inherently be better than the afk way in the same level bracket
My argument is that, doing so is providing a solution within a flawed paradigm, rather than addressing the inherent lack of engagement present within the skill, or an over-emphasis on rewarding afk content within the skill. My interest was addressing content with longer creation time windows, such as Eternals, Masterworks, etc by having a method to do so faster, but much more attention focused e.g. 1/2 ticking Eternals.
Skilling bosses in a vacuum can provide value as content, but they suffer from same issue as having a generalised hub.
Reducing player experience to a single location and activity is bad design for the longevity of the activity, as being locked to the same spot for the entirety of a grind limits the uniqueness of it in the same way making one mob, in one location would if it were optimal with no other realistic alternatives for grind progression. While functionally this appeals to players seeking to go from min-to-max in the shortest span of time it would however be aesthetically, and thematically unappealing while also limiting exploration or variety, rendering it boring beyond the Skinner box exp drops due to the severe lack of variety.
Overall, I don't think Skilling bosses should give optimal XP by the same token slaying bosses should not, I think they can give decent enough experience, but these rates should be close to competitive possibly on the higher end for the level bracket to reflect its difficulty and scale, but the core focus of the boss should be its loot rewards of unique drops/mechanic progression.
With the caveat that the existence of such a boss does not eliminate the existing discrepancy in afk vs active skilling content being disproportionally rewarding.
Yeah I personally would agree that those systems are flawed and im not the biggest fan, especially since I am forced to interact with them as a more active focused player. And while I may never fully understand why people would "play" a game by clicking once and tabbing out, i don't want to remove that from them.
I think both solutions can coexist. Adding a way of making existing systems reward players for being active (think making an inventory of bars or construction frames) as well as already existing systems to have better ways of rewarding players for staying engaged with the activity (folding alloy bars). But also adding completely new content outside of that formula that still fits the thematic of the skill (heist idea/exalted rune essence mine) while adding a completely new way to interact with the skill with the intention of active play at the fore front.
On the topic of bosses for exp, its more complex to me. In the instance of combat, these bosses are thematically speaking, the best of the best, the end all be all, the reason TO do combat. While slaying down hoards of mobs is also a fun way to interact with combat and is also its own reason to do combat, to me it is not THE reason of combat thematically. So I believe they should provide phenomenal experience even on par with mowing down hoards of 'trash' mobs, so long as you have to actively engage with the boss rather than being able to fully revo afk it like gwd1 and 2.
That being said, the argument for skilling bosses is much different to me. Skilling is not meant for the purpose of killing a tree boss. It is simply meant as a literal trade, being proficient at cutting trees that allows you to chop more difficult types of trees that inexperienced lumberjack are unable to tackle. A skilling boss' primary purpose for existing is as a fun way to get the satisfaction of regular combat encounters of bossing with a skilling twist. I dont believe is it the primary objective of the skill's identity to fell a tree boss. So when a player interacts with that system, they should be rewarded with thematic rewards of that skill (wood spirits for this example), some decent but not bis xp, and maybe some incentive to also interact with another skill (anima stones/stone spirits)
As well as a potential unique reward as well (sana's fyretorch)
Every boss is a skilling boss. The "normal" bosses are skilling bosses for the combat skills 🤷♂️ So that would mean you wouldn't want them to be bis xp
I personally disagree. The end goal of combat skills is to fight bosses, that isn't the case for skilling
This isn't really a helpful definition
Yeah it's technically true that you fight (normal) bosses with combat skills
But no one who says Skilling boss means vorago or whatever
Oh, I'm not arguing against solutions co-existing, I'm arguing for those solutions to exist, but not serving as an excuse to not fix up the skill.
whats the difference between those solutions and a fix?
Those are addendum to fast but afk methods, I want afk methods and fast methods to come from the same item, but have different processing modes, one faster and one slower, both rewarding the same exp, but the active one requiring far more digilence.
An example of this in two separate modes of practise would be necromancy's rituals vs combat training.
Rituals award good exp, but much more exp if you interact with the content.
You use the exact same components for it, as you would fully afk, for a minute and you would gain less for it.
I don't think skilling bosses should be the standard for active skilling tbh
Me either. But I do think they are good content
I think they can be good content, but I don't think any content is inherently good simply by virtue of its inclusion
Skilling Bosses are definitely a good form for engaging skilling content but I think most people who enjoy skilling dont like the component of bossing that there needs to be a pseudo death mechanic.
I think high intensity skilling minigames/dnd serve as a much better metric for engaging skilling in general. For example, Fish Flingers is an excellent high intensity Fishing DnD but the rewards are outdated due to various reasons.
I very much agree that skilling bosses need some kind of risk to them, but I am more of the view that there should be a blended approach to skilling, wherein minigames, skilling bosses and regular skilling content should have a good level of variety to them.
Hunter is a great example of this.
Personally I would love to see more content like falconry.
Main skilling explains should have level brackets, so they fit naturally into the world and are open to expansions when 120's release
I always imagined Skilling Boss to have the same highs as regular Combat Bosses where the drops would be the enticer even though the items are super rare. But Skilling diversity is too locked into just its mainhand/offhand so theres no unique outfits to really create unique playstyles for high end skilling gameplay. What if a certain new Skilling attachment to an outfit (sort of like a parasite or some enchantment) could have different effects similar to invention but much stronger.
An example could be like an attachment to the torso of the camo hunting outfit where you can shave down a tick for skilling with traps.
Good to see you out and about.
I think one of my big points has been that many games that do one or two things well can be held back by their weakest aspects.
Which for me always raises questions pertaining to 'what has Runescape done well in the past' and 'what can Runescape do better in the future', more so than repeating/expanding things that are already working, while other areas aren't.
Will be interesting to see what Jagex manages to pull off, given the recent... changes...
Was already worried that things sounded understaffed. Can't imagine this improves things, in that regard
There's more reasons that I think skilling bosses aren't that good for skilling besides the fact that they don't fit into the natural world. For example, you expect a boss to offer some sort of challenge but as I understand, it's not in the design to focus that much on it's challenge. You don't expect this sort of challenge from something like active safecracking, so it's still engaging and fun. It's especially bad at Gate, as it lowers it's difficulty on purpose. Croesus is similar but only in isolation but not in actuality. The challenge at Croesus is the intensity of doing a role in 4man and even coordinating in public instances, which is more of a side grade in challenge compared to purposefully lowered difficulty.
In RS history, the best parts of immsersive skilling has been social skilling and more recently some additions of good gamplay like big game hunter. While big game hunter focuses on good gameplay and Croesus adds the aspect of social skilling with occasional fun coordination (while Croesus does have a flaw of not fitting into the natural world because no level brackets.), Gate focuses on neither. A lot of flaws with skilling bosses
I agree in many ways, but I'll come at it from a bit of a different direction:
A true sense of 'skilling' or 'crafting' to me is best demonstrated when making ceremonial swords; expending mental energy selecting the best path, with more focus on a 'perfect' outcome than on how quickly you finish the interaction is intrinsic to real world master craftsmen.
I feel as though masterwork equipment was a perfect (and missed) opportunity to grow on this design, and implement some variation of this across the board, throughout the masterwork crafting process.
So, where 'skilling bosses' are concerned, Jagex is going about it backwards. Instead of easy, repetitive, no-thought-no-risk 'bosses', skilling challenges should consist of complex, communication and coordination-based challenges, with a game design emphasis on allowing enough time to communicate and plan, in the instance, rather than everyone blindly doing their own thing.
--
Imagine overhauling Troll Invasion; building and maintaining a tower-defense style 'outpost' for fifteen minutes+ as a group of two+ players.
This minigame would involve single-player and two-player variants of most skilling tasks, with the two-player variants being critical to coordinate inputs between the players to succeed.
Woodcutting
-1 Player: Standard trees. Clear them to make room for structures, use the logs to build basic resources.
-2 Player: Oversized trees. Use a two-person saw with another player to cut these, then roll them to wherever you want to build a stronger structure
Mining
-1 Player: Mine rocks to clear space
-2 Player: Roll/walk boulders to wherever you want to build a stronger structure
Construction
-1 Player: can build simple things, repair most things
-2 Players: can build stronger structures/traps
Fletching
-1 Player: Can fletch crossbows/bolts
-2 Players: Can fletch siege-weapons and ammunition
Send ever-increasing waves of Trolls to smash themselves against our defenses, which would be manned by Burthorpe guardsmen/women. But do it with enough delay and variety that players HAVE to coordinate and react to different scenarios, every game.
Big daddy-o troll spotted by scouts to the south? Might wanna build a siege scorpion.
Lobber-trolls coming from the east? Probably want to build a spike trap.
Troll shaman setting your stuff on fire? Might be a couple guards with crossbows behind stone wall will take care of 'em.
this would be dope. but if you think about it, we have mini games with similar concept, but are dead.
pest control (while most combat) also has some form of construction of defenses
castle wars too has ballista, road block items, mining rock falls, etc.
therefore, instead of creating an entirely new minigame, i would rather they rework existing ones and save resources
I like it, I think someone suggested something like this should be in the open world
Khazard battlefield contribution
Final reward for picking Khazard's side?
He forgives you for attacking his dog
Final unlock on the gnome side is that the gnomish amulet of defence has actual stats again

I mean, I started off that idea with the words 'overhauling Troll Invasion'... but yeah?
The main reason minigames are dead content is that the rewards never get updated/refreshed, and inevitably powercreep on boss drops/slayer creatures render minigame rewards (and skilling rewards and quest rewards) irrelevant.
aye; ideally everything should be in the open world... instances are the antithesis of 'MMO'...
my bad. skipped that part.
i think it's only an effect from the main problem, and not the root cause.
the main problem is that they just don't ever revisit and fix content - until somewhat recently with game health updates
I feel like there should be a solve that involves just a standardized minigame currency that sells general use beneficial items like spirits/anima stones/pulse cores for mains etc
^ Very rudimentary idea but you get the point. A way to not "punish" the player for endulging in something out of norm that is meant as just a time sink via the player to enjoy the GAME part of gaming.
like shattered worlds? i think they tried, but failed abysmally
how do you think they failed? cuz imo its just not a minigame for me, thats it. the rewards are good. not to mention it isnt supposed to be something you do AND progress through the game. a minigame is a side thing that technically has no bearing on the actual progression. The rewards are simply there to encourage those that want to play, to play so they arent completely missing out
failed whereby, they basically stopped further developments and improvements on it.
and even if they didn't want to do anything further to make it better - in fact they nerfed it quite heavily because it was used for unintended purposes - they should've added more rewards to it that benefitted players, which they did not
that aside, i think the game devs measure success by a few metrics. i might be wrong, but if i recall correctly, one of them would be player engagement
I think our talks in this very chat have contributed to Jagex reassessing how they measure player engagement...
Once upon a time, AFK time made the shareholders happy because 'moar playrz moar moneyz'
but we've pointed out that AFKing a 'game' while actively doing... anything else... doesn't mean we're engaging with/committed to the game.... and that's a recipe for failure every time, with a subscription model attached
i would hope so but also this thread has only been here a few months
Agreed, but it's shocking how many of our conversations have been basically parotted verbatim by Jagex in newsposts since it was created
after originally not even granting Skillers a place to provide feedback
that is always a positive.
I do know the whole starbloom idea for the new flower came directly from their thread
(shocking in a good way... not used to feeling seen)
ye
the drops changes with zammy/etc almost perfectly match the conversation ... Zarudon? and myself were having at length
'Game Health' being a topic Mod Jack and myself were speaking about at length even before he created this thread after my constant harassment xD
will be interesting to see if Jagex implements any of the other discussion points into the new area.... I'm starting to be more optimistic, but the existing track record has repeatedly been:
Jagex releases a new area.
Players play through the new area.
Jagex forgets about the new area and moves on, and creates a new area.
New area 1 becomes 'dead content'.
Rinse, repeat.
Yeah my biggest thing about new areas is like. It's an entire section of the map. I would hope/want like 80-85% of all new content to be focused around that area for ~a year after it's release
maybe even 2 years depending on how fast content releases
which is fine, if you're only ever really intending players to play through the latest content... but the second you have a beast like RS where 99% of the game is old content that still needs completing... they're gunna be spending 99% of their time playing dead content in locations devoid of other players. And the larger the map grows... the thinner your player population is spread. Which completely undermines the point of an MMO...
We should be aiming to have 100 players worth of active, engaging, CURRENT content within the overworld of major cities, at all times. Instead we only have these holiday hubs, wildy events, and Grand Exchange see more than a few players present at once.
Update or retire dead content, bit by bit. Fix what we have, instead of bulldozing out another swath of pretty landscape no one knows is there for the first 1000 hours of gameplay... And give every. piece. of the game (area, skill, whatever) meaningful, valuable, engaging reasons to play it. And let players return to choosing their path, instead of needing to 'max it all' to play new content....
Agreed, or longer. Like, city of Um? Should've hosted a christmas event. Definitely a halloween event. Easter might've clashed, but w/ev.
Yeah Um definitely should have had a LOT more going on there
Goshima is easily the worst.
I can kinda let Anachronia slide cuz, it's a gargantuan island, and it is prehistoric meaning not much was there to begin with. Maybe a lot more skilling nodes just... everywhere, I guess.
Ive never gone to the arc aside from the 1 quest thats there lol
plus arch cache
Anachronia didn't need to be constantly updated... but it's so EMPTY of clickable objects. Should've covered it in wild-growth herbs you could harvest for seeds...
And non aggro giant dinos are ... sooo lame.
yeah legit, just cover it with all kinds of skilling nodes. also I do really like the idea of herb being a pseudo gathering skill for seeds (xdd nvm thats farming im dumb)
Would've loved to have dinos chase you around parts of the agility course
outrun dinos in the certain level sections for bonus xp woulda been cool for sure
Well, farming is meh/backwards as it is... you plant your 20 plants in 20 different places, and walk away?
Hunter and Farming could basically swap playstyles, and be more accurate. Till the land for hours on end, for farming exp/plants... Set a trap and come back later for hunter.
The main problem with herb/farming is that so many herbs have been dropped by mobs that it's become redundant...
i think they both shoulda been "hit and run" as ill call it
Sure, better than the 'stand and spam set' traps for hunter presently
yeah, but obviously we've seen they are willing to try walking some of that back now.
but I'd love to see huge player farms instead of these dinky little single-plant-patches
aye, looking forward to it if they don't get bullied out of actually doing it
yeah would be cool, just bigger plots. or even just a dedicated POF location for a massive farmland
not to say im not content with what we have ofc
i dont wanna delve too far into the what if rabbit hole and make myself disappointed lol
having wild-growth herbs as a source of seeds would give a more immersive primary source than... pickpocketing farmers or killing mobs. Like, who came up with that....
i like pp and slaying as sources, but i definitely think foraging could be something
agreed; the what-if rabbit hole is so shiny, that it makes every thing else look... ... like 20 years of cobbled together hodgepodge....
Maybe I'll go make a game-suggestion for Foraging
Sounds good to me
Though the main problem with any skilling suggestions we make at the moment
is that they'll effectively be taking back skilling supplies from PVM....
So we almost need to solve PVM's monstrously unimaginative drop pool before we can safely fix skilling
ie: feathers should be sourced from Iceynie (can't be arsed to check spelling) and such. not sold by the tens of thousands from shops.
Dragon scales, demon horns, wolf tooths, etc need to be added to monster drops, and implemented as high-consumption items in crafting/smithing/potionmaking recipes
Dragonkin should drop some form of gunpowder (flashpowder) instead of cannonballs... and make cannons/etc consume cannonballs and flashpowder at a rate of 50/50, so both PVMers and skillers contribute resources to cannon use
Yeah, I do like the sounds of having more mob specific items be incorporated into the game. I do think we should also just work on adding/replacing more items with item multipliers like stone spirits and anima stones. Similar to what I was saying about minigames earlier, players shouldn't be punished for wanting to go a more pvm oriented route to skilling. I am of the opinion that the skills themselves should be the best supply of the given resources from said skill of course, otherwise what is the point,.
I'd love to see porters require monster drops to make... perhaps from Abyssal Demons/etc
Agreed, though I think the multiplier objects are only a halfway successful experiement
I wouldn't want to make every item in the game, especially ones that are heavy focused on the skilling side, like porters, to be so heavily affected by pvm. Like with your suggestion for porters. However I do agree there should be more of a loop involved going both ways
There's also a need for dramatic reduction on certain things on the skilling side. Ie: a single Gemstone shouldn't be crafted to make 12 tips. Gems are too common, and ammo doesn't deplete quickly these days. Make it 1 Gem, 1 tip, but make gems stackable.
Yeah, and I wouldn't want things like herbs, or even smithing bars (rip) to be completely removed from tables tbh. Because like I said, I wouldn't want to detract players from taking a more pvm oriented route. But also there should definitely be exclusivity on both sides, pvm obviously has all the weapon upgrades and even a few beneficial skilling items, and it should go the other way as well. Because at the end of the day, the objective is to get the player to interact with the game in its entirety.
Ideally a circular economy style works best. PVM can provide some drops for Skilling, but PVM should NOT provide 100% of resources (gear, food, potions) for PVM, and it currently absolutely does.
Similarly, Skilling can provide things for PVM, but it Skilling should NOT be self-serving in the way that the Memory Dowser and Runic Attuner can be acquired from a skilling boss. Should've given those to PVM bosses instead.
At the very least, a crafting/forging component requiring the other half of the 'circle' should be necessary; ie: creating an Orthen Furnace Core could require collecting every type of dragon fire, while a Zuk sword should drop broken and require re-forging, including certain mining/smithing resources.
Does this need to be carefully balanced so Ironmen can still play? Of course. Should Ironmen be the priority for gameplay health? Not if that means oversimplifying item progression to the point that 95% of skills are dead content...
I'd like to see monster drops be lore-friendly and balanced. The 'value-creep' of PVM drops hasn't been a 'creep' for a while; it's been golden landslide after golden landslide, and nothing else can keep up.
So there's value to, say, Mages having rune drops, Dwarves dropping metal bars, druids dropping herbs, etc, etc...
But when we get to the point of:
Kerapac:
Gold Coins: Wrong economy. Does not need to purchase from or sell to non-dragonkin races.
Cannonball: Does not use a cannon.
Bolt tips: Does not use a crossbow.
Soul Rune: Does not interact with souls/Nomad/Desert locations
Fire battlestaff: Doesn't need fire runes to breathe fire. Has the staff of armadyl, why have 40 lesser staves?
Zuk:
Seeds: This guy lives in a furnace.
Sirenic Scale: Definitely not associated with Sirens
Wines: Definitely not a follower of Zammy or Sara, but okay, he likes booze.
Blood Runes: Not a mage
Herbs: Still in a furnace
Bolt Tips: Does not use a crossbow
Demons:
Runes: Unneeded for demonic spell casting
Herbs: Really? Demons are Vegetarian? In Infernus?
Lobster: Would be funnier to have them drop sandwiches.
Dragons:
Darts: The poor dragon has a splinter?
Javelin: Used as a back scratcher, maybe?
Knives: Dental implants, I guess?
Runes: Same problem as Demons
Cake: This cake SHOULD be a lie
Aviansie:
Feathers: six. SIX feathers. Count-em. Six. As a maximum.
Mammoth:
Sharks: Because what else would an iceberg-bound wolly elephant eat?
Unicorn Horns: Compensating?
Water Talisman: Slayers interrupted his GOP game
Bolt Tips & Arrowheads: blows them out the trunk like a gattling gun.
Feral Dinosaurs:
Boots: Fit human from future. Make human go faster. Great lore.
Coins: Buy all the shinnies from the future.
Blowpipe: Guess they're smoking that Cadantine?
Defense Potions: Try Pirelli's Miracle Elixir!
Araxxi:
Potions: Guess she can get 120 Herblore in 1/4th the time with 8 legs?
Rocktail: Webs... make good nets?
Coins: The only thing that should be glittering is those eyes....
Dragonhide: Well, now they're just being lazy.
I'm still wondering, but correct me or give me more information but, the jmods who left (got fired), I guess that's a decision from the shareholders and not Jagex, right?
So to give a short example, the shareholder(s) wanted some jmods to go and not Jagex > ceo Mod North 😮
Nice to read this, have to think now about my Skill Guilds concept 🙂
I do agree drops related to bossing themes should have been a standard a long time ago however I think the ship has long since sailed to fix that. The only way I can see it is if they make it a theme going forward for all bosses in the future.
I don't necessarily agree that all boss content should be associated with different branches of the game. RuneScapes charm is delinear content where you go off on whole random tangents of unrelated contents. Having something too linear loses the charm of discovering new things.
Mod Ryan mentioned on stream that he is looking into potentially adding more skilling content similar to minigames like cache
Great news tbh
Of course I hope something like this has level brackets but it's a huge step
that would be amazing but i hope its not timegated like cache is
but having intense gameplay for solid rewards in modern gameplay would definitely help when Leagues goes live.
To elaborate on what I said, it was in reference to not all skilling updates being 110s.
Instead going back to our roots and adding smaller pockets of skilling updates. My examples were both D&Ds and content.
Cache, shooting stars, penguins, sinkholes for D&D examples.
Think, Hall of Memories, skillchompas, overgrown idols, safecracking, for small content examples
That sounds great 😄 of course I have a preference for some core designs over others but I'm looking forward to it a lot regardless
Would you be willing to comment on the topic of https://discord.com/channels/303835144073248770/1020537530803814445 ? With constant additions of new content (a majority of which has been amazing I will say) bank space is constantly a recurring issue that never seems to end. @pine fractal did comment briefly on the thread at the end of last year a bit about the technical know how, but it is definitely a topic that really needs to be addressed.
New porcelain, nice mechanic!!!
Same 'issue' or same suggestion with keepsake slots and presets 🙂
Is that the one in the cave?
Typically speaking, shareholders will say 'we're giving you budget cuts. Figure it out.' and leave it to the company's tiers of management to figure out who's going or staying... Shareholders are seldom involved enough in the day to day operations to have any sort of clue, outside of perhaps firing the company's CEO
It has long since sailed, but I don't think it's too far gone to fix, at a meaningful level. Won't ever be perfect, but swapping drops around until they start to make sense is rather low dev time compared to, say, creating a whole new patch of worldmap, with quests, bosses, and new mechanics... and can make a larger impact on improving game health & new player experiences at the core.
Thx!
pokes the chat with the understanding that The Beach / afk seasonals are not easy content to remove/replace... how many of us are actually participating in them these days? I basically can't be bothered unless there's new cosmetic rewards on offer, and in those cases, I'd rather play actively for a few hours than grind AFK for days/weeks on end...
Theres a right amount of afk and skilling as an activity and I think Shooting Stars did that well. Because the Hole is the only way to train DG that isnt lamping it that is at least mostly afk and ironman friendly, it will be popular for the forseeable future. I think the best solve for it is give it a good DnD similar to Shooting Stars where you can afk it but not to an insane degree and with some other limitations.
I tell you what im knocking the shit out of dungeoneering in that hole w 12 accounts, and the hell with doing it any other way, i also love the shooting star update , good xp afk but also you have to explore more of the map and communicate with people to find it
A. ...Why are you training 12 accounts?
B. Are you... having fun interacting with 'the Hole'? Does this meet your criterion for what you daydream about spending your free time doing?
C. Do we expect that Jagex is tracking your interaction with the Hole as one player engaging with the content, or 12 players engaging with the content?
D. If 120 Dung is the goal for all of us, but we don't want to actually play any portion of Dungeoneering, is the whole skill essentially just a time-gate required to acquire max cape/other unlocks, and is otherwise dead content?
E. The shooting starts refresh definitely brought them back to the level of decent content with a good social/mmo side to it. So easy to revive dead content, yet here we are...