#Improving the Quality of Older Quests
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yeah a bunch of NPCs give you hints during the merchant's trial
And I can't say "Talk to literally the entire population of Rellekka every single step during a dozen-step-long exchange task" is especially appealing.
More of them could do it.
This is also where a bunch of npcs not related to the quest, excepting those deliberately placed as amusing false-starts, could be phased into the background for the duration. It's not necessarily about spoonfeeding the player, but sanding down the rough edges.
Okay that's very odd, speaking to Brother Althric during Garden of Tranquillity triggers dialogue from Fairy Tale Part I - I do not have Fairy Tale Part I started, and I was not even aware this NPC worked for that step of Fairy Tale Part I.
Canifis meat shop cutscene in Great Brain Robbery also definitely need impostor squares
I got wrong dialogue too there, I think it was during Perils of the Ice Mountain for me
okay after actually starting fairy tale I you get a choice for which quest you want to speak to him about
but the Fairy Tale I option does nothing, and the Garden of Tranquility option points to the Fairy Tale dialogue
I feel several of those small picture cutscenes are supposed to have black background
Like I got the cat one but it didn't censor the background whatsoever
which makes it feel broken
Dragon Slayer boat cutscene uses the old Lady Lumbridge instead of the graphically updated version since 2016.
Ok Dream Mentor's "fade to white" definitely bugged out
Dragon claws attack (so I assume any multihit/bleed can do the same) cancelled the cutscene dialogue at the end
Still progressed but a bit dissapointing
oh even after completing fairy tale 1 Brother Althric does not allow me to progress Garden of Tranquillity, rip
garden of tranquillity suffers a lot from lack of impostor squares
this cutscene in A Tail of Two Cats would benefit from not having the Menaphos reputation interface on top of it
How on earth
Can't use magic gathering can on toolbelt for Grim Tales planting of the beanstalk
oh man I remember watching Alien Food do this
the Manni part almost made him fail the series
can we reduce the number of times you need to do each dream activity in lunar diplomacy
5 -> 3 would make sense
the dream puff memorisation game also has very slow animations
like
excruciatingly slow
this one activity took me over 10 minutes to complete
(btw the reason for doing this is astral runes are hard to source otherwise, so the spellbook unlock isn't really enough)
During the Dig Site, when Seth Minas asks you if you want something to eat or something to drink, add a third "(Charm) Both." option if wearing the ring of charos (a) to receive both a chocolate cake and a fruit blast
Dealing With Scabaras starts requests you to climb the ladder to check the corpse, even though its downstairs. Really odd you don't directly interact with said corpse instead.
Maisa also change hair colour almost instantly
Also side note, Dealing With Scabaras say she had once blonde hair recently dyed black
So its strange that her black hair turns brown right after cutscene
Though she remains black haired for all later times she showes up. maybe she ended up liking that black hair
Crossing traps in Contact! and Dealing With Scabaras shouldn't ask for confirmation that you'll use your skill, given that you're likely to be under attack which closes dialogue boxes
Something buggy with the Harmony Ship, and the ship sunk in Rocking Out too
They're fully visible, until you stand on deck
Then the top dissapears
Also, its very fun to be able to dive underwater. Can we be allowed to surge as well.
Cutscene for going to Crandor in Dragon Slayer uses the old ship model (not sure how difficult it is to update)
probably not too difficult. though speaking of which the wrecked version of the Lady Lumbridge uses the wrong model.
There's an updated version of it with a wrecked model but it isn't actually used for some reason
Anyways this miniquest has critical flaw. They don't actually tell you where the guild is located.
You'd think either NPC would tell you its in Ardougne
forget_redaxe_henchman3_cutscene is meant to be holding his helmet in his left hand here. He does hold his helmet still in some other quests, like Forgiveness of a Chaos Dwarf and Birthright of the Dwarves.
But the lack of the helmet means this animation looks odd, since he's holding nothing, lol
During Fate of the Gods there's a good chance there won't be enough Mah wisps to continue the quest, so you need to hop worlds and re-enter the world gate
consider making them respawn occasionally like regular wisps, and you just have to replace the Measure to make them visible
I don't know if she's meant to be floating in the void during Blood Runs Deep, when she arrive after saving Silas
The fight at Relekka also looks.... strange
hmm it should probably be easier to clck on tiffy than the bench
not one of the older quests, but Lord Yudura needs a bit more visibility
fairy tale 3 orks rift is buggy, the final battle is really easy the generals deal no damage and only have 3000 hp. fairy god father deals no damage
The fairy HQ hidehout could use some imposter sqares, all the cutscenes could benefit from wide camera
is it like that on a low lvl account?
I assumed it was cause I was just too powerful
but yeah that battle was a waiting simulator
also interesting bug: right clicking "select destination" from a fairy ring outside zanaris to go to the hideout resets the hideout code progress to the start
(this is after already getting the code shortcut)
Close to every single fight from before EoC is too weak, and several early EoC as well. Even though we're all OP in leagues, thats true for main game.
remove "necessary evil" from The Needle Skips as it's two words
and change "sea trolls" to just "trolls"
that way each thing is indeed only one word
also in the finale only primrose's arm has a clickbox
Path of Glouprie could use imposter squares
and gail's clickbox is only her legs
what are impostor squares
fake gamesquares for instances
basically like this
this is an instanced part of falador in a cutscene, but it gets destroyed by how aged the quest is
on a sidenote, replaying the gnome quests, you start to realise it never got a sequel for 14 years and running.
chosen commander could make do with some imposter squares and widescreen support
the firemaker's curse needs imposter squares
The starting package (and what spawns from it) clipping through the walls of your house in Clockwork Syringe
great brain robbery needs imposter squares
In search of the Myreque
- the light in the cave you fight the skeletal hellhound in is different than the regular area.
area of rocking out could make do with imposter tiles so it doesnt look off
Same with A Clockwork Syringe, for Bloodsplatter Isle and The Adventurous
Would also be nice if you could see your HP during the boat section
I'm sure it's been brought up many times before but the changes for The Feud are sloppy. It seems the joke was done away with altogether, except in the first time dialogue with Maysa the Hag, which references the joke that now has no context for it
Old hag indeed! I have a name you know!
Player:
Let me guess it wouldn't be Ali would it?
Maysa the Hag:
That's a rather ignorant assumption! My name is Maysa. And no, you can't call me May!```
OSRS had a different approach that I thought was better, except I can't seem to find info on where the explanation for everyone having the name Ali is given in the game itself (I know it's from a Postbag, but I can't find a transcript line for that info in the game). If it isn't explained at all, that's sloppy too.
Like, really, the joke itself is fine with the context. It's obviously a reference to Mohammed (and its variants) being by far the most common name in the world. If you live in a country with a substantial muslim population you would know this, and you'd also know that most people with the name go by another name. The joke that an adventurer who does not know this is sent to a town where this is the case (by Ali Morrisane lmao) is funny. You just need to explain it with our in game lore at the end of the quest with unmissable dialogue (that changes everyone's name like in OSRS) so people don't walk away with the wrong idea of what the joke actually is.
you can also change people's names as the adventurer talks to them (with them telling you the name they actually go by). or have Maysa be the one who explains since she's the last major Ali you meet
Maysa should say "And no, you can't call me maybe!" to keep the spirit of the original "And no, you can't call me Al!" line.
lol there's still an Ali Cat
I suppose that makes sense
but like, it's missing context now
Deadliest Catch could do with impostor squares when you're stranded, with sea in all directions
Just something funny I noticed in Leagues.
In the In Aid of the Myreque quest, the vampyres you fight in the general store in burgh de rott can't be attacked with the sunspear (technically not possible to have at this point so it doesn't matter).
But in the journey Paterdomus the same ones are attackable with it.
recruitment drive shows us that temple knights are above the law of physics
If the time it takes for the actions needed to prime bars in the elemental workshop could be reduced by like one tick, that could be helpful. As it stands the animation is completing maybe a second before the game's processing that the next action is ready to be done, which is making it look like the switches don't do anything if you pull the next switch too soon. Which I know isn't right because this is the fifth time I've done this quest, but which anyone who's trying to do this for the first time guideless might not know
Or even slowing down the animation slightly, the problem's really that the animation and the game processing that the animation's done and the next process can be started aren't synced up
recruitment drive
- the chicken you can pick up uses an old model
The Elder Kiln - font should be a bit larger.
swan song troll part of cutscene background imposter tiles missing
clipping on wise old man's gear. also some animations break whilst he moves.
never occured to me, but this line implies that knowledge of elemental shields is common enough, that you don't need to have completed elemental workshop, or made one.
which feels... incorrect
Blisterwood polearm has a range of 1. Its a polearm. It should definitely have halberd range.
a few of the scripted sequences in Wanted autoplay the dialogue, rather than waiting for player input.
while not necessarily a problem, it feels off given that most of the time the player has to proceed the dialogue
feel like either the camera, or the position should be tweaked
champions guild location had him toss a poisonous smoke bomb in a closed space with multiple npcs in the room
might not be realistic to make em react to it, but ...
the temple knights teleporting in during the final showdown in the essence mine don't have an animation for teleporting in
Yes those stats are very low, I completed the quest Pre-EoC and recall them having pretty respectable combat stats. Pretty sure they were all over level 100 pre-eoc. 3000 HP is equal to 3 cows.
I don't know if this is an unpopular opinion or not, but old quest bosses and enviromental damage should be at least a little threatening.
I know a lot of players thinking back or trying old quests may see this as tedious, but tbh the out of date damage and fights actually add to the tediousness of it, since you're running with absolutely no threat and brain fully off.
A little bit of challenge to keep players on their toes is a good thing. Anything that hasn't been touched since EoC's launch is now way out of balance and pose zero threat.
technically this isn't 'quest' per say, but the karamja volcano dungeon / Elvarg's lair still has 2006 era lava
especially when you enter from the volcano entrace, there's a decent bit of visual backlash
Also, Camera Zoom being unlimited and allowing you to see seperate instances is immersion breaking. I just did Roving Elves today and could see multiple instances of the chalace rooms side by side.
Some of the OSRS clients have plug ins that hide areas you aren't supposed to see. May be worth looking into a solution here.
Its a pretty popular opnion, though largely one we don't really have to say in this thread
the standing torches from Desert Treasure tell you they've gone out even when you're not in the smoke dungeon
as in, its been said a lot of times over the years and acknowledged on stream this year (IIRC Mod Camel answered a question relating to it on the game health stream acknowleding that quest fights were in a bad state)
The TL;DR for quest fights is pretty much any fight prior prior to 2014 but frankly quite a few after that as well need a rebalance
With possible exceptions of like, Elvarg
That makes sense, I had assumed it had been discussed before. I'm surprised it hasn't been done yet (though, I think we've talked about how surprising it is EoC even launched in that state for 12 years now, so...)
DG monsters being lacking in stats/damage as well is blowing my mind as a returning player. Though community opinion for Daemonheim seems a bit miffed. Which is a shame, though I suppose this isn't the place for that conversation.
DG bosses definitely also need a rebalance.
Sadly the issue there, unlike quests, is people will complain that their xp/hr gets reduced (though some will complain about quests because they're afraid of having to engage with the combat system)
when picklocking the secure chest, your master thief's lockpick can snap
how it reconstitutes itself in your toolbelt is unknown
Personally I believe jagex needs to bite the bullet and do it anyway, and let players complain. XP/H can always be rebalanced as well.
There are non-fight things that still are hp/damage related that prob could stand to rebalance
Huge agree
Cutscene damage in ROTM and Wanted! for example
The traps in Elven lands
Wanted! cutscene damage due to conversions are currently 1/10th of previous
you got things like desert heat, darkness damage and so on
That have lost their threat
Plenty of situations that were meant to create a sense of threat while adventuring which have been reduced to "ignorable" status.
if the dg xp/hr is currently intended rates, can increase them once the bosses are made a challenge again
I think the symptom list from fairy tale pt 1 can be updated with a modern scroll UI such as the only used for arch.
it might lose the wax seal though
honestly. Why do the scroll need to look so ui like
The first three floors of the Jaldraocht Pyramid have no music playing whatsoever
why does it need the title "scroll" on top
worn equipment weight display is still bugged as hell with the boots of lightness (visual bug)
equip boots: no weight change, 3kg, can cross bridge
unequip boots: -1 kg, fall through bridge
Agreed, friend.
As a first resort final cutscene could use impostors, and has what appears to be Arctic Pine trees randomly in the void in the background
that's because the 2007 christmas event is accidentally part of the instance
As A First Resort would need the map copy expanding and not just impostor squares, tbh.
Though the As a First Resort final cutscene map copy also needs the pools updating to the modern versions, they're very old and glitchy rn
The cutscene used to have dwarves but they got replaced with... combat academy stands at some point for some reason
The Wise Old Man lying in.... red floor tiles is very stupid looking
For earlier quests in the desert quest line (our man in the north, do no evil), make Het and Apmeken use the modern models
"The Light Within" has a skip cutscene option but using it means you can't progress
Curse of the black stone has a line about arguing about immigration policy when searching the adamant dragon dungeon dragon heads on the wall.
Whilst its an extremely hot topic, it's pretty tonally jarring and just leaves you speculating about the authors politics rather than just enjoying the quest.
it doesn't take a side so it's easy to move on
Clearly not if I remembered it as jarring enough to bring it up the next day.
It's not a quest but dear god Skullball is outdated and so bad, I think I'd rather walk barefoot across a room of lego and upturned plugs - it would be a more pleasant experience.
In the fight before the Sea Troll Queen in Swan Song, the cutscene shows the WOM teleporting around one of the trolls hitting constant 400's. I'm sure at the time this was a very high number to make the WOM feel powerful so it's a shock when the Queen hits him back (which he's faking to give us a chance) but 400's are shockingly low now and make it seem like he is just an old man.
same with the skeleton mage army vs the trolls
It loses the impact when you could one hit entire army with a single aoe, why even bother getting the spooky skellingtons
This is also true with the wanted! cutscene with solus dellagar
This was impressive and dangerous
Its not impressive and dangerous with 700s
This also true for Azzanadra in ROTM
He should hitcap (I think its 32k currently due to how hits work?) Lucien with his zaros powered barrage
him hitting 9000 back in the day was insane
now its yeah I can do that too
yeah, 9k is like " 🥱 that all? i can both do and survive that all day"
if there was no mechanical hitcap, he should unironically do 90k to be equivalent if not higher
I wonder if this didn’t look better if replaced with instant kill splats where it makes sense, like the hp values are subjective anyway
9k against lucien could make sense if he has like 300 defence level or sth but probably good idea to rise
Although imo stuff that actually affects player & actual combat shouldbe priority
They did give some bosses a pass after eoc was released
2014 or 2015 or sth like that
But not all of them and that still was several power creep levels ago
Overall I think close to every quest boss need to be revisited for a rebalance
though its in large part that a lot of the game need a second look at rebalance
My pet peeve with dung bosses is that instead of rebalancing they released hard mode and basically decided normal mode is fine to leave as is
Quest bosses (and dg bosses) are just the most obvious weak points
Treasure map in ghosts ahoy doesn't have a right click dig option
I think it's time, 2026 is the year we need a Camelot revamp to make that whole area make sense and to redo the lore to make sense in the world
For Firemakers Curse, its a really cool and interesting quest, though have a few good spots for improvements
Firstly, the "make-fire-here" is much more reliable and probably should be the default for pitch can
the second is that at least two challenges were designed around the old fixed game screen
The "kill shadow tendrils from the edge of ths screen" just dont work well, they're not only hard to see but also overlap with UI for a lot of players
And the zoom on the survial room against the creatures likewise is likely to have part of the room behind UI
Lastly, ending cutscene should have impostor squares
Wouldn’t that interfere with hot-keying the can and using it while running/walking though?
Why would it? Top option is make fire one square ahead of you, the one below is where you stand
Hrm my concern is that with the fact you aren’t standing where you actually are when stuff registers is that it end up skipping tiles when drawing the flames or you’d come up short and every bit of time counts in the flame drawing activity. It could be fine I’d just test it to be sure before making that kind of change, hot-key > hold > start walking the path and make sure it feels good when testing this proposed change Zura.
The Elder Kiln clearly has a bugged UI
As this stayed throughout the quest and after quest completion, through every single cutscene and so on
should let us dump one in the pyre at war, for an achievement
Tower of life
Searching the crates takes too long and nt all items are stackable.
Take x from chest and make items stackable
agrith_noncombat_ghost should be updated to use the same model ghost uses, because it's jarring they're both visible in the same scene.
Black stone dragon (Desperate Measures) drops Bones instead of Dragon bones
The WGS note is out of date, giving distinctly wrong info
Mithril crossbow weighs 2 kg
Fire battlestaff 2.267 kg
Rune platebody, because mining and smithing messed up weights and never fixed it, is only 0.025 kg
Anyone reading this will be completely mislead
Notes on pressure is a quest item from While Guthix Sleeps obtained in Movario's base. The notes are a hint as to how to exit the base even though the "Look-at" option only reads: "Some notes about pressure... probably just boring old stuff anyway." If you lose the notes during or after the quest, you can reobtain them in the base.
Specifically its these
If you want to replace it, I'd replace it with something obtainable in Movario's lair ideally.
Easiest would be from his loot storage.
Something like:
Magic log - 2t
Four coal - 9t
Would give a point of reference players can find without leaving, that would be accurate
the grand tree :
- the black demon just pops into existence, perhaps the summoning animation from ancient familiars could be used as a spawn animation
i feel like this interface can be either deprecated entirely, or updated to a more modern version
that's some very localized weather on Ashdale
burgh_rescue_veliaf_hurtz needs a silver sickle adding to his model, because currently he's able to fight vampyre juvinates with his fists, which are apparently made of silver.
Also the juvinates in the gadderanks fight aren't aggressive
these are not nearly 'broken' enough to warrant taking 3 days to claim
he got the wolverine treatment, lacing all his bones with the stuff
His fists sure hurtz
The juvinates during the Temple Trekking segment of In Aid of the Myreque are also not aggressive towards Ivan when they should be.
add a way to pick up or smith legacy rune crossbows etc to match the historical note
I think its easiest to just use magic logs and coal since Movario has those huge stacks in the side room
so player can grab a few and see difference without leaving
Friend noticed this on Dragon Slayer. Thinks those railings aren't supposed to be down there.
I guess that's more of a bug report.
Yeah was doing Fate of the Gods today and realized you can see the "We are in your mind!" area from the final cutscene
Same with Gnomeball, it has got to be the absolute worst Agility "training method" in the game. Like either take away the token XP rewards or buff it by like 100x.
YES! I hated that section so much! It's basically just "flail in the dark and hope to survive" (or just eat through it lol)
what about the WG contemplating suicide in azzanadra's quest
also this "Stop the count!" one
whole quest is shit except for the slayer bell part
even like 3+ different NPCs comment that it's a waste of time
The dorgesh agil course is also underwhelming.
Tbh agil in general sucks
not appreciating peak, SMH.
Work wakes cutscene could do with less squishy-ness.
Also some lighting fixes to the area would be amazing.
Kerapac's model in Endgame and the Desperate Times flashback could use updating
Our man in the north duel arena segment is jarring and didn't age well.
Shit taste disregarded
You're the first person to not agree with me it's the worst quest ever released
I've plenty of validation
I really like that quest
Desperate Times after entering the Needle the Sliske clones only show up after standing on specific spots which with the path having different routes meant I was running around in circles trying to find the spots that spawn him. Messes with the pacing quite a bit and I didn't notice anything suggesting that's what you need to do
Kerapac in the DT cutscene destroying the Stone uses his old model. Likely also the case in Sliske's Endgame, ik usually when a model is update it's not the case to go back and update other instances but throughout this quest he uses his new model and Curse of the Black Stone did so too
oh yeah I was confused by that too
I think it's the paths that are off the fastest route
which makes it even more confusing if you just run straight there
elder kiln also has squishy cutscenes
Silif in WGS has a horrible click box
WGS has a really bad spot for items you need
If you don't consult a guide or a necessary item list in quest interface, you will reach a point where you get teleported into black knights fortress, being switched with Surok
At which point, you will climb a ladder to a room with death and law rune markings
There is no such runes to find here, so you have to leave and get them
And you wont be teleported again from Falador, which means you have to manually re-enter the fortress and navigate all the way back because of something you couldn't have forseen without consulting a guide
that you'd need a law and death rune
There should either be some hint of what you need beforehand, or some source of runes in the dungeon
Probably most natural spot would be if you inspect the orb
Adding a second dialogue box where you idk, say you sense some energy would be nice
That or add some rune pouch somewhere in the dungeon because this is the exact sort of step which cause people to use guides
conspiracy theory: most leagues quests not being autocompleted was so that they could gather feedback on old quests
Some minor feedback on the topic of Fate of the Gods:
Zaros says only he and Zamorak were present at the betrayal, but Viggora in the Curse of Zaros, as well as Kharshai's memories during Children of Mah, mention a multi-way battle happening around the pair.
In Leagues you can unlock The Light Within's Seren spells and prayers before starting Fate of the Gods, which Zaros can still fuel if you let him in during the Mah Nightmare. Not an issue outside of Leagues and definitely not anticipated by the developers but thought it was weird.
Change Mah's scream from hard typeless to soft typeless so Anticipate reduces the damage as well as blocking the stun (although probably have Resonance block but not heal from the scream), rewarding the player for learning the timings instead of breaking the stun with Freedom every time after Mah screams.
Honestly I think several "black background" cutscenes end up being bugged
Like this and Hazelmere's seed opening
Its been a repeated thing for me questing in leagues
In Azzanadra's Quest the archivist's memories were transparent which made them hard to catch since all I could see was the very minor particles
Ghosts Ahoy: to make the nettle tea you need to fill a Bowl with water, add the nettles, then heat it. Allowing the player to also use nettles on bowl-of-hot-water (heat the water before adding the nettles) would be nice.
Add some humorous dialogue to Temple of Ikov where if the player is wielding a FSoA when Lucien tasks them with retrieving the Staff of Armadyl, the player will bring it up and Lucien will say he doesn't want a broken one.
King's Random uses the old model of the black full helm in the bookcase
Removing combat related requirements from older quests and replacing rewards of straight experience with lamps.
Honestly agree that Elvarg Fight Scene/area is just too dated. For RS3 F2P and even as major early/mid game milestone it just looks so bad as the final crescendo of rs3 f2p content.
The whole "battle in the minds" segment was specifically created to explain this. That's what Zaros is referring to.
as far as I'm aware there's no record of what the correct results for lit fires were during the As a First Resort puzzle. As such, players who quit halfway through the puzzle can find it very hard to complete - if this information can be recorded in the quest journal that would be a lot better.
the elemental workshop series would benefit a lot from the elemental workshop furnace and workbench having metal bank access
and also the ability to prime multi elemental bars at once
Hmmm I don't know. I just did the elemental workshop quests and the process of making them feels unique and part of the experience for the mind/body/elemental items.
beneath cursed tides:
- the rats have gills while alive, but turn into regular rats upon dying
Maybe they can do a process in the future 4th quests that let you do multiple but I think it holds up well for its process to make a unique armor set.
I'm only bringing this up because I forgot to bring coal to smelt elemental bars with. If the Elemental Workshop furnace had Metal Bank access that wouldn't have been a problem!
Ahhh makes sense but how would you access the metal bank if its a secret smithing area thats been fragmented from the world? Though that brings up the issue for a lot of similar places lol
for priming multiple bars at once the easiest solution would be to just allow multiple bars to be placed on the jig cart at once
Beneath cursed tides:
- after the showdown with Hector, the godrays in the area prevent his model from rendering on the floor when looked through
- Hector's face has broken shading during certain parts of dialogue, specifically the evil laugh i think
- the bubbles in the area also don't show through the godrays
I was thinking it would probably be best to just replace two or three of the 4 clay rocks with coal rocks, so you can mine the coal on-site in the same place where you're killing the elementals.
Ritual of the Mahjarrat:
Need impostor squares:
- "Whats going on here" cutscene with Sir Tendeth
- Sir Tendeth's death cutscene
- Dragonkin on Eastern Mos'le Harmless
- Khazard fight on Ritual
- Ritual
Kethsi section:
- Agility failure is really annoying. I failed ten times on the last stretch. Genuinely think this section would be significantly improved by no failure. Agility was 90 for context.
- Some parts of the course aren't very intuitive.
Ritual fight:
- Its annoying that you have to stand and wait for your allies to finish, being unable to fight anything.
- Everything is far too weak.
- The mahjarrat fighting eachother is mostly too weak. Its pitiful to see enakhra hit a 17 on Akthanakos. Only one with any oomph here is Lucien himself.
- The cutscene where Zaros' power is called should be vastly higher than 9k hits.
- Several models here have more modern versions
Tbh ritual of the mahjarrat ritual sequence feels it needs so much stuff it might be a project in its own right, from replacing the models to CoM skeletal ones, dragonkin models, impostor squares, general jank
To make it worth the dev work it might be maybe turned replayable, dunno
Something is very wrong in this vengeance cutscene (where you kill the quickchat guy)
I think im in the wall
There is a bunch of cutscenes where the camera seemingly moved and is obstructed by walls etc
Wahi noticed that in cutscene where you tell the take in the pub in forgettable tale iirc
You see wall on 3/4 of the sceen
Nadir:
CRITICAL - Give Moia unlimited catalytic runes, or swap spellbook to normal. Right now you can get softlocked and have to force close client as you can neither leave or fight back if you're on the wrong spellbook.
Useful: Allow players to open up settings during the saga, allowing them to change things like audio settings to make the memory game easier.
Graphical improvements:
- Uses old ritual site instead of new.
- Uses old Daemonheim instead of new
- Cutscenes could benefit from hiding UI. Final cutscene had things like Moia's face be cut off by my minimap.
Birthright of the dwarves fight against Ikadia the Exile has her bleed on you cancel her dialogue when you kill her
Probs has been said; but I noticed that Land of the Goblins (IIRC) uses a cutscene at Juna with the (OG/HD) light creatures
off the top of my head:
Wolf Whistle
Goblin Diplomacy
Lost Tribe
Tower of Life
Eyes of Glouphrie
Tai Bwo Wannai Trio
Wanted!
In Search of the Myreque
In Aid of the Myreque
Watchtower
Dragon Slayer
the cutscenes in those are a bit of a mess at times
I remember NPC's disappearing from certain angles
and Wanted! in particular has automated dialogue
speaking of which, the cape of champions clue doesn't make much sense anymore, can that be changed?
Lunar Diplomacy - the Memorisation section is slow as sin, it could make do with a speed-up.
also
and this has been a personal pet peeve for a few years now
how come In Aid of the Myreque and Temple Trekking don't play Fangs for the Memory anymore? now it plays for like five seconds when you unlock it during the quest and then nothing
bit late, but for Tears of Guthix, the first time you enter the Lumbridge Caves, you need to use a rope on the cave entrance. it'd be nice if it detected if you had a rope on you and automatically affixed it for you.
- during ritual of the majarhatt there's a couple busted tiles in the jungle (see: https://www.youtube.com/watch?v=YXoOokJoM4w)
- the cutscene at the end of chosen commander auto skips, kinda ruins the end of the quest
- recruitment drive gender swap was removed in osrs (changed to 'no blade can harm me', the room has some weapons, you pick an axe over a dagger/sword), this feels better
(i'm sure i'll have more, going for a quest cape in leagues atm)
also: aspect ratio in old cutscenes has been awful for years, why am i so fat
"they took my fins, can't have shit in Ulthven Kreath"
Slightly late but just working through the quests again now. One thing that I don't know if it has been caught is that when doing The Tourist Trap, if someone else stuff Anna into a barrel then you need to wait for them to have sent her on the cart (Not sure if this is the delay or a time one but that was the visual reference I had to go off of) before she appears again and the next person can grab her. Creates quite the annoying pause and whilst I can imagine there being much chance of it occurring would be nice for future to have this cleaned up. There were several other instances and quests where this occurs (killing an NPC / Accessing an area or Item) but we did them together mostly during FSW so can't pinpoint all instances again solo when running in leagues
observatory quest :
- even if you have all required items, handing them over requires initiating dialogue consecutively, this could probably just be chained, or if you have the full list get a witty remark about seeing your future in the stars
- the dungeon is showing it's age, and has a relatively small amount of different assets, might be a quickwin to update
- if you click out of the dialog about finding the key, you don't get it added to your inventory
the cutscene upon entering the observatory needs proper resizing, and should probably use an imposters
the starchart interface could probably be modernized, with perhaps some artistic renditions of the constellation shown.
as a side tangent suggestion, perhaps the constellations should be replaced with none-irl ones, t
also, would probably be about time for a followup on this
after 22 years, i'd say so atleast
post quest dialog also implies potential followup quests, perhaps something tying into the various astromancers etc. but that's not for here
during "in search of the myreque", if you have the oroborous pouch on your toolbelt, Cyeg Paddlehorn doesn't recognise it as a valid defense against ghasts.
I mean that's a Leagues only issue
The Zanik followers used in the Dorgeshuun quests should gain the ability to run.
(I think she can in The Chosen Commander?)
I've seen her run with the knife. She absolutely can in chosen commander
super zanik at incredibly high speeds is very frightening
Segeant Slimetoes and General Mossfists in Another Slice of H.A.M. have the colour of their face-paint swapped from what they should be.
Slimetoes shouldn't have red, lol
I do kinda wish if the teased (quite a while back) goblin rework happens, that goblins could actually wear mails again
Cave gobins.
(Also some outdated dwarf models)
They could probably just be replaced with dwarf NPCs
There's probably a cheering dwarf animation somewhere.
One of a Kind's cutscene after speaking to Therragorn glitches because of new terrain.
mountain daughter :
- after traversing the lake once, it'd be nice if you automatically used the appropriate tool afterwards.
- the Kendel could probably be updated by rigging one of the modern bear models on a human, or a new proper bear onesie / outfit
post quest :
Bearhead
- add unique dialogue for the fremennik trials, while worn
- it used to actually have stats, it'd be nice if it could be a decent early game helmet again
- perhaps update it with textures of the newer bear model and add a retro version
- add it to the override interface
Lair
- the trees infront of the kendel's cave take are barely bushes, and take a while to chop
- perhaps as a reward, the kendel's lair could contain a variety of bears for slayer.
- the lair is filled with skeletons, presumably there's be a lot of restless spirits that might need help moving on
- either of these would allow for a reason to update the cavern itself with modern cave / skeleton assets
Camp improvements:
them turning the camp into a permanent settlement, implies they'd be interested in improving it, this could make for a neat opportunity for modernizing the area with new content
- it'd be nice to have some white pearl plants around the camp, to show their food issue is resolved.
- we could clear a bunch of the rocks in the camp with mining, to make the improve the camp itself
- the fire in the mountain camp, could be updated to a modern campfire
- sit-able stools in the camp
- the goats in the camp could do with a modern model
- perhaps the tents could be improved with various furs / leathers retrieved as tasks for a one off reward
technically not an old quest but...
picking potatoes, onions and cabbages in the overworld, should reward token farming xp
we're basically harvesting it from someone else's farming patch
Spirit of summer 'ghost realm' uses old wilderness graphics
The Fremennik Trials :
Pontak
- can ask for cheese from the moon, technically we can complete this, because Zanaris has both a dairy cow and churn.
- technically we can meet his terms, by using the skybox / filters to change it around
Olaf the Bard
- while looking for golden fleece, it'd be nice if we could harvest that from a shiny sheep in our own farm
- Lalli could be updated with the newest troll model
- it'd be nice if the cauldron had an 'add ingredient' click option, to prevent eating them.
- Fossegrimen, could do with a new model / outfit
Sigli
- update the the draugen talisman to use the treasure trail tracker / compass
- update the draugen model to modern standards
- when the draugen appears, perhaps play the dominon tower voiceline (if it doesn't do so already)
Swensen the Navigator
- maze rooms could probably be updated to modern assets
Thorvald the Warrior
- the cave you fight Koschei in is showing it's age a bit.
Peer the Seer
- the dark presence remark should only happen once, with perhaps an option to ask about it afterwards
- it'd be nice if the combination lock(s) could be clicked to enter a letter
- the unicorn / bull heads on the walls inside, can be updated with the heads of the newer models.
- the jug with the nr. 3 painted on it, could have that visible in the inventory or as a tooltip
- the open chest(s) / cupboard should have search as their 1st option, not closing it
- the mural interface in the puzzle could stand with a lick of paint
post quest :
- it'd be nice if we could enhance the lyre with unlimited teleports like osrs, perhaps by crafting a masterwork lyre after completing the elite tasks, various other requirements
Spirit of Summer/Summer's End and Defender of Varrock could probably be updated to not take place in instanced versions of the (non-spirit realm) Wilderness.
in The World Wakes, when you click to enter the storage wing your character often (always?) does not actually go to the opening, but rather goes to a dead end at the side of it
like this
can confirm
only partially quest related, but I'd prefer if Thurgo's wander range was decreased
he tends to wander out of his house and hide in the trees
nomad's requiem: would be nice if these didn't need to be pushed 4 times and just slid to the next drain spot (its 4 clicks per action atm)
The mine cart puzzles in Forgettable Tale were hell on my vertigo--I ended up having to do the quest with a friend, click "go" at the same time, and have her tell me when it was ok to look. A checkbox to have the screen fade out and back in, or something along those lines, would be really nice
A lot of the cutscenes in Do No Evil could use fullscreen
The interface for the mysterious box puzzle in Dealing with Scabaras was not very intuitive. And speaking of unintuitive old interfaces, is the machine in Eyes of Glouphrie still... like that?
i feel like the hand model is a lot like the black knight titan in holy grail: it's iconic and should be left as a reminder for the horrors of the past
(assuming you meant the horrific hand and not the weird minigame)
Just did Desert Treasure and have noticed something very important. WHAT IS GOING ON WITH AZZY’S FOREHEAD CRYSTALS? He appears to have three? The concept art for the Mahjarrat shows him as having one, and since he’s a character that a lot of people draw (with just the one crystal), this inconsistency should definitely be fixed, or else Azzanadra will be disappointed. I think he’d also appreciate having his middle chin-spike back.
Oh yeah and also Kamil respawns like immediately after you kill him.
When I was doing that fight there was also someone else there too and it got a bit confusing, maybe something can be done about that?
Also a messy requirement list, says you need cake when the wiki says you can use any sweet food
Shilo Village there's a section where you get the sword pommel and need to use a chisel on it to get some beads, the pommel has a craft option but it doesn't do anything which means you can't use the chisel on the toolbelt. Ideally this should be updated so the toolbelt works as the craft option is already there.
Similarly the bone shard has to be crafted into a bone key when means using the chisel on the shard and the toolbelt also doesn't work for this one.
Edit: there's also a bunch of interactable objects in the quest with a useless "look-at" option where you need to right click search. I don't think the default look-at adds anything and seems weird to be there?
the kandarin graphical rework really does a lot for this section of The Prisoner of Glouphrie
the cave you enter is still old graphics though
there's quite a few follower npcs that use the old NPC pathing system where they can easily get stuck behind stuff
like Bolrie in Prisoner of Glouphrie
think there was another one I did recently too
would be good if these can use the new system
I'll contest the first two at least
Pontak asks for all the items, not just the cheese. You can't complete the task. Even if you could convince him the cheese is from the moon.
Changed skyboxes aren't real.
Re Pontak, yea i mistook it for completing 1, not the whole list
In Holy Grail if you're stood too close to the castle and ring the bell it doesn't seem to let you in, I had to run back down the hill and try again which was confusing
I asked Frank about Vessel of the Harbinger in Death's Office during Missing, Presumed Death
This scene in Smoking Kills should probably have the angle changed to not have an awning obscuring the player character
I feel like I had trouble the first time, I think I ran out of food and died or teleported or something
Iirc the second time I focused on killing the one that summons the reinforcements quickly and the rest was much easier
Which damage? The main memorable one when I did it the other day came very close to killing me
Desert heat still hurts iirc, I tried to go mining and assumed it wasn’t a big deal but pretty quickly realized you can’t just ignore it
The damage he deals to the knights he ice barrages
(Though also you have CT that just gets rid of it entirely, so clearly it’s not too critical a mechanic)
He used to hit 70 with ice barrage on like 9 knights at once
back when max hp was 99
It has a vastly different impact than him doing 700 damage when max hp is 9900 but often beyond with gear
In the cutscene when you catch up to him in Wanted!
For desert heat, it does very little damage overall and is usually something you can ignore
the way health generation works means that most people can only die to desert heat if they stack it with some other damage source at once
this reminds me of when i do jade vine fight (idk why, i kinda like it) and it poisons me and i don't even bother about it and just go on doing manor farm stuff etc
obviously it's not meant to be super strong or something but honestly if these things are weak they just feel like clutter
sometimes i don't even care to use antipoison at rax lol
The only places where poison is something to even think about is certain boss encounters
well, more like forget but still
I mean, it was definitely meant to be super strong back in the day
have people forgotten 17 poison hit splat?
Ugh, seriously? I thought it was literally just “wait around for random amounts of time”
i meant specifically in the context of jade vine
jade vine also has some of the most grating sound effects in the game
[[desperate times]] could use a mention of that if you know where they are
Wiki links found:
https://runescape.wiki/w/Desperate_Times
Talking to the children
Agreed, especially with no furnace nearby and not being able to withdraw ores at an anvil/forge (which is a whole other issue)
Idk about the workbench, don’t think elemental ores/bars need to be added to the metal bank
But coal is a problem
Or even a bank
Surely they’d be smushed into an inseparable lump by the press
Would work too
It’s a bit weird, but tbf the in-game dialogue does reference it being unclear but then someone says it used to be called the cape of champions
Profane Scabarites poison is super scary to, it’s like constant 2k hits if you don’t have mitigation or conversion.
Re: lyre, at least turn the free teleport into a passive on the lyre rather than having to right click the sea boots
And I’m guessing that Harold was in Um as usual despite being kidnapped?
In other words, the way it should be! Making poisons across the board do much more damage to the player will make anti-poison more relevant and worthwhile again
(can’t react in threads)
Yes, but that should be fine for timeline reasons. Frank should just not have this dialogue here.
World wakes trying to teleport when you find out you need 9 inventory slots for the quest reward
More voice acting, some quest have WAY to much dialog to read if we could listen to it, more of us may actually know the lore lol i think i had the most fun with quest with voice acting nice to put voices to names and it adds more depth I got into the story more and found myself spending more time on the quest rather than just speed running it with a tutorial video
Fight arena
- entire area and all npcs, could do with visual update
- Gerald (the lazy khazard guard) replays the passing out animation after taking his keys
- Justin Servil should show a fake hp bar to make it seem like he actually takes damage
- the quest completion shows Khazards 2009 era face
- Khazard armour has some armour, but no hp or tier tooltip outside of being melee(tank)
the ogre
- can be updated with a modern ogre model
the scorpion
- does the spawn / unburrow animation during the zoom in cutscene, while already sitting in the cage (maybe better to use one of the other animations)
- starts attacking during the cutscene
Bouncer
- outdated hellhound model that's 2 visual generations behind
General Khazard
- General Khazard doesn't use the modern model he has available
- right before fighting the player in the cutscene, Justin walks straight through Khazard to escape
- when changing into his bigger form, almost all his voicelines overlap
not really early game but - children of mah at the ritual site has a misnamed text box for hazeel
Cutscenes in A Void Dance are extremely awkward since they don't use fixed angles at all, and seem to just use whatever your camera was at prior to the cutscene
(and they're very stretched)
Some gameplay also happens during these scenes, and you can't move your camera
they're very bad lol
Elemental Workshop series could have the ability to make multiple primed bars at once (or automate the process) such as using multiple bars on the jig cart and they all are processed at once or place them on the jig and the cart circles the room and returns completed (once EW2 is completed of course)
One of a Kind's dragon flight cutscene is incredibly janked--the camera is clipping through the ground for most of it. I think it's a consequence of the wilderness graphical update.
The Courthouse uses outdated mid rs2 models for its cutscenes but has the modern chat heads.
talking to Drezel in the cell after first freeing him, "fitted" the lock. Key fit the lock.
the cutscene here in Missing Presumed Death starts behind a pillar for a few seconds before it zooms in through it
would be good if this puzzle in Fate of the Gods could have a fixed camera view that centers the dials properly without your character blocking
Idk if it has been reported, but the cutscene in While Guthix Sleeps when approaching the building at McGrubor's needs imposter squares
Im sure this has been said a thousand times
why does Clock Tower exist as a quest?
its the most pointless quest literally rewarding you with time loss
even more jarring is the fact you can only hold one cog a time, stating they're too heavy (1kg)
yet lugging around an entire cannon is fine for our character.
It's about as legacy is as it gets
However, the notion of large historic structure with complicated machinery has a lot of potential if they ever remaster the kandarin area
It could also tie into invention, nowdays
A Soul's Bane could use a touchup or two
or a dozen
If the new skill is astrology we could see a lot of things touched up in kandarin
the tunnels under the Hollows have three instances (give or take) of the Myreque hideout to account for before Search, after Search, and after Aid
Can't you just make it so the Myreque are invisible once they move to Burgh de Rott?
and maybe shuffle both the hideout instance and the tomb of Ivandis so the different rooms aren't stacked on top of each other
did i see somewhere that the new skill is meant to be next year or am i just inventing that entirely
its usually a 4/5 year new skill cycle. End of 2026 is the earliest we might see it tbh
eh i mean arch 2020 > necro 2023 > new skill 2026 i suppose would make a pattern
ya im being consevative since the jmod team did lose timbo whose been leading most of the new skills the past decade
ROTM needs some imposter squares
also the destroyed Draynor section needs imposter squares
That chathead is so funny
King of the Dwarves could make use of some imposter squares
just mentioning this again: old quest cutscenes use the wrong aspect ratio (this is rfd)
Hazeel cult
- sewers / npcs involved are in need of new visuals.
- the stairs in the Carnillean houshold should probably be moved a tile
- you can't pet Scruffy in the yard prior / during the quest
if you side with Hazeel
- Scruffy should be in Um so Phillipe can reunite with em
- cutscene doesn't resize properly
- Hazeel uses his 2011 model
Also could do with updated Mahjarrat, Dragonkin model and if any artist resource allows it update for Jhallan and Lucien. The quest has a lot of things it could vastly improve on
tower of life :
- kandarin quest, tower / npcs are basically all due a visual update
- 'no fingers' should probably have a better pickpocket success rate, or blm it took a full minute to get the shoes while having 55 thieving, when the quest doesn't even have a thieving requirement.
- the constructor's outfit & master constructor's outfit should probably also count for this, or atleast get some dialogue.
- 99 / 120 construction joke could also be a nice thing to call out.
inside the tower
- the hole leading to the basement, in the center of the tower is filled in with grass (compare it to osrs)
- searching the crates could be a bit faster, and give multiple items at once, perhaps take-x
- the items themselves could be made stackable
- dropped items, can't be picked up again (possibly iron only issue?)
machine repair
- each interface could probably stand to benefit from some cleanup / modernization
- the pipe machine, should really just let us drag / drop the pipes rather than the classic click to move interface.
Homunculur cutscene
- needs imposter square(s)
- doesn't resize / scale properly
Logic / Magic discussion
- the how are rune stones created question answers, could be better
ending cutscene
- Effigy keeps walking around, despite starting a conversation with him.
- doesn't resize / scale properly
post quest :
- builder outfit could have a benefit for construction
- creature creation critters could do with a facelift
- tower of life basement map, could show what creature can be created where
sea slug:
- kandarin, visual updates yada yada
- Holgart repairing the boat cutscene doesn't scale / resize properly (probably could just be replaced with him doing the animation without a cutscene tbh
- all the possessed fishermen have flaked / bugged out skins
- the animation for using the lit torch is broken when used on a sea slug (when comparing it to using the torch on a fishermen)
- the animation for using a lit torch on a sea slug uses an old torch model (compare with model used against fishermen)
- using the lit torch on a sea slug / fishermen doesn't cause them to walk away in fear
- you can't sit on the bench on the fishing platform
eagles's peak :
- cave should be updated with modern assets
- Eagles should be updated to modern standards (regular sized flying outside and the giant variants)
- Eagles flying around the entrance, sometimes clip into the mountain
- agility shortcut doesn't completely align with mountain side
- Nickolaus can be updated with a modern outfit
- the fancy dress shop owner doesn't recognize you having the items in the initial dialogue
the bronze feather
- the net at the pedestal is clipping into the floor, prior to lifting
silver feather
- Armen's giant kebbit has 500 hitpoints, which is half the hp of a lvl 2 cow, combat isn't the focus of the quest, but this should be higher
the gold feather puzzle
- cutscenes don't resize / scale properly (these cutscenes can just be the puzzle moving without a cutscene)
eagle costume
- the costume could be improved, there's feathery cape parts being used with the ravensworn cape for example.
ferret hunting cutscene
- resizing / scaling is broken
- needs imposter squares
post quest
- we should be able to delivery more ferrets, wouldn't want it getting lonely
- would be nice to have an agility shortcut for access to the eagles inside the cave
- eagle eyries are due a graphical update
- it'd be nice if the eagles had a right click fly option, which works without a rope once you build the rope racks
Barbarian village in general
- a lot of outdated models, many of the barbarians don't even have fully formed hands yet.
- Chieftan Gunthor forgets you telling him you passed barbarian trials
Gunnar's Ground
- a lot of outdated models, many of the barbarians don't even have fully formed hands yet.
- cutscenes don't resize / rescale
- a variety of animations are jagged / low animation framerate
post quest
- the house south of the grand exchange has various old assets, such as 2008 era dragon heads
fairy tale part 3:
- the cutscene where you have your tooth removed fades to black and shows 'censored for the squeamish' but as soon as the dialog pops up, it fades back to your player just standing there (it used to remain black until your tooth is removed, it works as expected later in the quest where you take the ork's tooth out)
a clockwork syringe:
- increase the explosion radius on the bomb dropping seagull, the barrel chests walk around and its rather infuriating trying to hit them with within 1 tile
- the grimtern section is fairly bad, the things hide behind tables you can't fit behind (the barrel chest disguise requires a 3x3 area to walk through, you can 'cannon' them to kinda stun them and maybe get them to wander around, but...maybe just limit their wander area to somewhere you can hit them?). honestly this whole area could use some fixes, the pathing is...weirder than normal.
the long drop chair for the later pirates quests could really use some sort of right click -> quick travel option to skip the cutscene/instance/animation
This 'nothing interesting happens' should be stripped (Garden of Tranquillity)
Some quests mention Archaeology: Dig Site, Another Slice of HAM, and probably more. They have currently mining requirements. Should be rewritten to actual Archaeology skill if you ask me.
Zanik's model in Another Slice of Ham should be updated.
The Dig Site is an awkward one
the dialogue kinda doesn't make any sense if you've had any meaningful progress in the arch skill
Cannot be done without rewriting archaeology
Dig Site, Another Slice of HAM and so on all take place before archaeology even starts
You cannot logically require even doing the archaeology tutorial before them
Because archaeology tutorial only happens due to these quests already happened
Once Upon a Slime:
- Remove the question whether you remember the event and the dialogue that acts like the player knows about the event happening. It makes the dialogue awkward, and everyone that would remember said (not that great) event has already completed the quests.
Leave instead said slime event as a background event that happened prior to player interaction. To steal a term from tvtropes, a noodle incident.
just delete once upon a slime, it's fucking awful
because of the timeline you mean? 5th age / 6th age?
Yes. Archaeology cannot exist until Fate of the Gods at earliest
as in, the tutorial alone
Because of Zaros who summoned the monolith
Very true
Then you have first digsite, where the guy you only save after Dig Site is complete, is meeting you as an old friend
and so on
something that can be changed is crafting -> construction for a few quests though
thinking specifically of In Aid of the Myreque
You inherently have to rewrite:
- Tutorial zaros raising the monolith
- Who the digsite managers are
If you want to integrate arch into earlier quests
tourist trap
- a lot of outdated npcs, the camp / mine can be updated to newer assets
- the lvl 15 mercenary captain has only 1000 hp, as much as a lvl 2 cow
- the mercenaries having 1250 hp could probably also be a bit higher
- can't add cell door key to keyring
- the guards consider a pickaxe (of the ages) a weapon and throw you in jail for it.
- rowdy slaves having 250 hp, is very low even accounting for malnourishment and poor quality of living
- the guards in the mine are wearing old armour,
- captain Siad is sitting very still in his chair, could probably use an animation of sorts
- the prototype dart type isn't bronze colored
- travelling with the minecart could use imposter blocks or be updated to no longer be a cutscene, so you don't lose vision of the rest of the mine
- Ana spawns in when you get close, she could probably just be visible at all times
- placing Ana in a barrel on the minecart, doesn't visually show the barrel or ana in the minecart during animation
- looking / searching the barrels could probably both be able to spot Ana
- the winching animation / cutscene is disjointed
- the cart camel has a blue indicator, normally used to inanimate scenery, camel lives matter and should be yellow (minimap too)
- we should probably clean up the scarf that's loitering in the desert
- it'd be nice if there were some agility shortcuts inside of the mine
Oh that you can do whenver. Would be quests 2006 or earlier so much easier to check for.
what about arch xp just for rewards, not reqs
the thrower trolls in trollheim have a standard combat level aggression formula and thus stop attacking at level 135. Given their role I'd revise this so they're aggressive to all levels
The Pyramid in Desert Treasure is a horrible experience. Even with League's infinite run energy and 90 agility I kept "failing" the traps and getting thrown back out. It seems like agility level doesn't have any impact or the chance is just way too high to fail, there's also not anything on the ground to show there's any trap to avoid? Imo the chance to fail should be way lower or you should be able to avoid traps by walking around them (with something hinting where they are)
Similarly the chest is noltoriously annoying in the Bandit Camp to pick the lock, I have 78 thieving so also way above the level requirement and the Leagues auto unlocked master thief lockpick toolbelted and it was still terrible taking 20+ attempts, without the lockpick that doesn't get destroyed I think it'd be infuriating
Honestly i think lockpicking chests like that should maybe replace the annoying RNG with the mechanic safecracking uses
So kinda replace RNG with QTE
The thieving blog said they are going to change how chests work, so maybe it will actually be something like that?
The lighting is not great either
More than just pre-EoC fights that need some buff to fights
I did so much damage in River of Blood that I skipped every phase of the fight
Turns out you can do that
He never got to reduce Efaritay's life points which meant the fight was too short to get the additional portions
Part of that is leagues buff, but its just 100k hp so this should be pretty doable in maingame as well
Also, for the cutscene where we cure the vyres crossing
its really weird the cured humans are walking back into morytania
instead of running towards paterdomus
Icthlarin's Little Helper, the smoke effect for the flashback sections could use newer assets instead of a rotating 3D model
I'm a big fan of the high failure chance stuff in classic quests and wouldn't like to see it changed
annoying the player a bit is a way to create a shared experience and create a stronger feeling of having overcome adversity when they eventually pass
I came to this thread though to mention something else:
the light puzzle in the light within includes a long stall (1.5 to 2 ticks I think) after all animations have finished every time you rotate a piece. this feels suuuuper-janky in a much worse way than unlocking the player slightly before the animation finishes
Quiet before the storm needs a few imposter
also the doorways seem a bit buggy when you walk through
and the apparitions of Crondis and Apmeken don't even look female
Also imo all of these overlays/vignette effects should be standardised/plugged into the same system with an option to toggle them off
They are extremely dated and just very unpleasant to look at even without any vision conditions
speaking about special effects like that, River of Blood can be extremely jarring for some.
Things like smoke dungeon etc
I fight that effect with darkrned screen borders in a shadow over ashdale/agorith somewhat jarring as well
But those in iccy helper/smoke dungeon are pretty obnoxious
river of blood has a weird screenshake and some stuff is nearly impossible to spot in pitchblack darkness
also somehow motion blur under the effect during final fight
I see that point but whether you spend 5 or 30 seconds trying to afk rng is not really a challenge. Agility obstacles are at least somewhat active, but it also sucks if you have to climb back a really long time to where you finished
The house for ratcatchers uses old tree models still
right but I'm not saying it's challenging
I'm saying it's frustrating and that's a good thing
the reason I'm back in this thread though: generally the clickboxes of any character pictured on the floor are awful, in particular ||gail towards the end of The Needle Skips||
I just did That Old Black Magic: Flesh and Bone and the master crafter couldn't use inside my nexus, had to specifically take them out
for some reason only the lower half of the door is clickable
just noticed this: in the post-quest flashback, you still have the canopic jar on you even though you haven't stolen it yet
not to mention the entire screen goes black during the cutscene
The Void Stares Back is extremely buggy at the conquest part.
in fact, for some reason I still have it with me after completing the quest
so one minor thing that affects a bunch of things
In cutscenes, NPC health bars usually aren't visible when they should be.
This also affects some gameplay, like the Cave Wolf Matriach fight in Carnillean RIsing
you should be able to see her health, but you can't unless you attack her (which is inadvisable since it doesn't progress the fight)
Ok this is the funniest bug
During Death of Chivalry, the "destroy the wand" path is broken
As in, the game just lets you destroy the wand instead of progressing
I tried it twice
Its INCREDIBLY funny to see saradomin yell a dramatic "NO" then conversation ends when you say yes to destroying the wand
Imposter squares, for me who aren't 100% sure, is it referring to 'visuals of the area beyond the instanced zone' or what?
Then you have to run back to Dawn's corpse and loot the wand
gotcha thanks, will help me understand what people are talking about here better 🤣
sussy squares
references to Hero Pass in the Curator's dialogue should probably be sunset at some point
put them on Diango for people who have rewards to claim
Its pretty much "fake squares to make it seem like the cutscene square is part of the world"
Instead of obviously their own little thing
one more thing on Desperate Creatures: add something like a medium lamp as a reward, it doesn't feel great atm
30 000 hunter xp reward
30 000 farming xp reward
2000 beans (from Prehistoric Potterington)
that works
Hunt for the Red Raktuber island was specifically graphically updated almost 2 years ago but the actual quest still uses the old version, which makes the rework feel kinda pointless
https://runescape.wiki/w/File:Island_(Hunt_for_Red_Raktuber).png
https://runescape.wiki/w/File:Penguin_Capture.png
or at least it seems it uses old version during the cutscene, so might be switching back and forth during the sequence
If we're talking about improving the penguin quests, I've done a bug report on this before but the lights are broken in the penguin bunkers. The rotational code is broken and they only flick back and forth instead of turning in a circle (pretty sure they work correctly in OSRS)
A bit newer, but Bill’s dialogue is outdated
(Ask him if he still has construction supplies, then what types of planks he can make)
one piercing note, sister Anna's body is looking rather .... small
Doing lunar diplomacy, whilst I'm adoring all the dialogue, hunting for the one NPC out of 20? that progresses the quest is like hunting a needle in a haystack.
Additionally, hunting for the invisible text on the walls/random furniture, and the rest with the emerald lantern without a guide is exceedingly tedious.
one piercing note the lyric sheet at Valerio and the hymn book at the choir, could be updated to a modern scroll interface
Black bars in lunar diplomacy cutscene
(Giving lunar isle a graphical touch up too would be nice.)
one piercing note, the blood splatches on the killer's outfit, cause those parts of their outfit to be transparent
the cutcene just prior, also repositions the player from where they are most likely to be, which can feel off
there should probably also be imposter blocks during that section of the quest
the cutscene right after also doesn't resize / scale properly
the golem
- the golem and the ruins, are showing their age
- entering the ruins, the door is flapping around while thinking it's closed.
You know, when I was typing I could have sworn I'd remembered such a thing, good to see my memories haven't failed me yet
A few pictures of the Lunar Isle rework, the initial post didn't have the ship updated which more recent ones did. Also looks like they started doing Yanille with Pebble so no idea where Lunar Isle got to bc it looked very far along
I really wish we'd see both yanille and lunar isle reworks be added, and I hope they've not been scrapped - aware that it is gamejam stuff but you know.. they looked super promising
If you do Heroes Quest solo there's an issue where the chest still gives you two candlesticks and says to give the other one to "the person who helped you kill Grip"
Also while doing Cold War, the penguin agility course climb is a bit difficult to see at times, and the cutscene at the end is broken
In Path of Glouphrie (and also other quests, this is just the one I ran into now), text that overrides the color to a dark color that was made with the tan background in mind is just about unreadable on mobile devices (and IIRC there’s an option to use similar dialogue interfaces on PC as well)
could use cycle forward/backward options
(Desperate Measures)
third line should be "Always ignoring me."
The statue for Vorkath is shown even before completing the T1 hall, should by minimum only show after the building is there, but ideally after Battle of Forinthry?
Apt its a League thing here, so nvm 🙂
Cutscene in Garden of Tranquility The guy is wearing old black armour, update the model.
PKMaster0036 ^
One of a Kind flight cutscene at daemonheim has been the most broken cutscene so far I've seen in leagues
almost entire cutscene has you flying through the environment
It genuinely need to be redone
this isn't an old quest but I guess since we have this thread
Eclipse of the Heart ||The fact that Amascut is still in her standard power pose when she's distraught over killing Itchlarin really hurts that scene. It definitely needs a custom pose to do it justice||
the haunted mine :
- aged visuals of both npcs involved and the mine itself.
- perhaps some lore books with hints can be spread around the mine
- the mine cart cutscenes are straight up broken
- the Drakolith vein on the 5th floor of the mine is misaligned on height
post quest
- it'd be nice if the carts allowed for fast travel within the mine
- the mine itself would make for a pretty neat construction project to refurbish
fur and seek
- the animation for drying the skins is broken and miissing proper fire, and the moment it does appear it's old
the haunted mine has a lot of potential, for sure
the cutscene in Elemental Workshop IV where Da-Vi is activated needs a touch up, as it uses black bars and doesn't even follow Da-Vi half the time
not sure why BSD in desperate measures has an immunity phase
not even lore here it's just using the spiral
there isn't really a need for multiple of these messages
or really, any need to mention Extinction at all here
in Elemental Workshop II, all three cogs in the wind machine spin clockwise when the fan is activated; the medium cog should instead spin counterclockwise
Mighty Fall:
- Please replace the Zanik model
- Given what happens in Nomad's Elegy, I don't see why Zanik unexplained brings up she feels healthier at the end of the quest, giving she told us she was dying earlier. Keeping her dying makes subsequent plot make significantly more sense.
I think she told us she felt better so we wouldn't worry about her
In Forgiveness of a Chaos Dwarf there's a couple sections we crawl past the Red Axe guys but we're like right next to them. I think the intention is we're on a ledge higher up where they can't see us but due to limitations at the time there's not much elevation at all. Kind of part of a "Keldagrim all looks terrible" issue
Forgiveness also has the issue that the footprints are kinda hard to spot during the quet
assuming you mean Forgettable Tale of a Drunken Dwarf, here.
I think your right, yeah. Forgiveness is the one I'm doing now.
In Forgiveness there's a section where you speak to Veldaban in the bar and it puts you into an instance for the conversation, then takes you out to talk to the barkeeper to get him a drink, then back into another instance to give it to him and talk more. Really weird in and out of instances for an area I have no idea why it's instanced
Hazelmere's skintone needs to be fixed in The Eyes of Glouphrie flashbacks. They whitewashed the poor guy 🙁
(previous versions for comparison)
what, can't a retired gnome get a tan?
i was under the impression he got that from basically spending a few decades in the sun east of yanille
atleast in the modern version
given the pasty look on every single other gnome out there
yeah and that's the issue - it can be interpreted as him being tanned instead of that being his natural skintone, taking away a beloved RuneScape character being POC representation.
I mean, that's because you have a non-default skybox on
It is in fact normally black.
Removed it since it's not an issue
Skulgrimen calls me an outerlander in Doric's Task VI even though I completed Fremennik Trials
Jossik's clickbox in Horror From the Deep's boss fight only surrounds his head
It looks like the combat xp/xp in general from the dwarf quests is given on quest completion. I think it was decided a while ago xp rewards would be given in the form of lamps but that might be ones that don't have requirements in that skill or something (to stop pures from getting levels unintentionally on quest completion)
Hero's welcome needs some imposter squares
temple of Ikov:
- dungeon / related npcs are due visual updates, many of which have newer models ready to go (bats, large skeletons, ice spiders)
- the staff, while on the table is very small, perhaps it could be made slightly bigger
- exiting the temple through the door at McGrubor wood, calls the 'Shiny key' 'the Ikov key on your toolbelt'
- attacking Lucien is missing a continue button locking your into his dialogue untill you click out of it
On the topic of Temple of Ikov, should they add an Easter Egg dialogue if the player is wielding a FSoA when Lucien tasks the character with retrieving the Staff of Armadyl from the Temple?
i reckon it wouldnt interest Lucien because the elder god energy has pretty much been long gone
in Recipe for disaster while freeing the lumbridge sage the graphics are bugged the light is blocking the person
Anger room seems broken in Souls's Bane, also the cutscene after the fear room. The confusion creatures also disappear as part of their animations
Quest-adjacent, in Dominion Tower there's a "rumble mode" which can spawn multiple bosses and they just keep coming (like OSRS' Nightmare Zone), when Demon Slayer was reworked they added that priest guy to the fight which has made it near impossible in rumble mode.
Other Dominion Tower modes add in the priest guy but rumble mode generally avoids mechanics like that, except Delritch who still has his near insta-kill but there's no way to avoid it. This special attack should be disabled in rumble.
The Rune Mechanics cutscene is a bit wonky, when the ritual happens
Dishonour Among Thieves:
- The shadow apparations for models that have been updated haven't had the shadow mask added
- The tech to duplicate the player model for NPC came only later with Kerapac fight, so the shadow here is a generic model that switches weapon/armor based on your style. Wonder if it would be better with an actual player shadow, given we have the means for that now.
Also rune mechanics, it would be nice if the quest-specific items, like the notes, automatically went away when you were finished with the quest
Merlin's crystal
- Camelot castle / knights could do with a visual update (partially to align more with the recent Teragard lore aspects)
- the hide in crate section should hide surrounding areas, to prevent seeing crates hover in a void, as per image
- the dialog during the crate section, could use blacked out faces talking, rather just text
- the crate section, while 'on the ship' could have some motion to indicate being on the water (very much optional)
- the candle seller doesn't recognize you having a bucket of wax at the ready
- Thrantax the mighty should be updated to a modern variant of ghost model, given his demonic history, the Demonic ghost model would be a solid option
Keep Le Faye
- castle and it's inhabitants, could do with a visual update
- Renegade knights use outdated knight models that don't have actual hands yet
- bleeds interrupt dialogue, upon defeat cleanse Sir Mordred of debuff to prevent this
a lot of older quests require specific types of nails (e.g. steel), it wouldn't be unreasonable if higher tier nails also worked for those
also newer metals above rune, don't have nails that can be made yet, which in turn could be made into brutal arrows
foreshadow is meant to show "future you" so it shows you in "BIS" gear regardless of what you wear, which i guess makes sense and simplifies this on their end
you can argue if showing BIS gear makes sense given it changes all the time, but 🤷♂️
the imps at the end of Myths of the White Lands are using their older model
dragon slayer :
- just about all the npcs that are involved could do with a visual touch-up
- the dwarven mine isn't up to standards anymore visually (still fine though)
- taking the map piece from the chest at Melzar's maze, doesn't happen if you click out of the dialogue
- the entire travel map > travel map > travel cutscene has dated visuals (a lot of people called out the cutscene, but not many mentioned the maps)
- none of the cutscenes resize / scale properly
- Elvarg respawning seconds after I pull off her head feels wrong, perhaps hide her and only show the corpse after taking her head
- Elvarg's lair / Karamja volcano dungeon is still using pre-hd lava and various assets from before 2010
- the bats / skeletons in it haven't been updated yet either
Krandor uses tech to mask the surrounding chunks with waters, perhaps it'd be neat to move the actual island to an instance and scale it up, if the shape of the island remains the same.
Hero's Welcome:
- Really should require One of a Kind, not just recommend it. It stands out as being the odd one "bonus" jumping on point in the middle of Sliske's Endgame.
- As a consequence, Freya Lune and Alfrick the Planner should be hidden until quest reqs are complete. Their dialogue is completely uninteresting quest advertisement prior to that.
- Welcome cutscene should have impostor squares. Could clearly see brimhaven dungeon in the background when V appeared.
- Lighting in the dungeon you enter with the mithril key was incredibly dark when standing in the inital room
- Kerapac's dactyl say they are taking samples but Tarshak's corpse is nowhere to be seen in said cutscene.
- Every dragonkin is using an outdated model
Desperate Creatures shouldn't require you to talk to the Curator again for the next task
"I have another task for you, when you are ready"
just give me the task
Swan Song has a couple of broken animations
Azzanadra's Quest, Desperate Creatures, Raksha has restored Zaros if you hindered him in Fate of the gods, he returned to broken state for battle of monolith
This is annoying to go through everytime I want to fight, just put me in the fight with a right click option.
A souls bane has some dated cutscenes and is one of the best low level quests imo, i feel like it could do with a complete touch up but IMO just cleaning up cutscenes would be a big improvement
the Witchaven fishing platform should probably be moved to an instance, because otherwise it's right next to the shore
Not exactly an older quest, but Stellar Dawn uses "anima mundi" in a couple of places when talking about the star sprites anima. References to anima mundi should all be replaced with just anima as anima mundi is the anima of a planet or "world soul", not anima which is the thing all living things have
I thought this was the Runescape server
Even if they were, we didn't know their lifecycle at that point in the quests (stars also aren't planets 😠 )
Birthright of the Dwarves has a cutscene with Zamorak which is a new model for him, but he's stood up against a wall which has his wings clipping through because he's a lot larger than I assume the initial model that would've been used for the quest
using the wingless model seems like an acceptable fix
between a rock :
- keldagrim & surrounding mines are showing their age
- perhaps add some dialog referencing Luminite, since it's a 'yellow power rock' and he does have unique dialog for 'perfect' gold
- cutscenes could do with some camera adjustments, the new cannon model doesn't really show the player's head
- schematic interface could be updated to modern visual standard and allow for drag & drop rather than dozens of clicks
Arzinian mine
- visually outdated
- a debuff while inside the rock to indicate time left would be nice
- 'gold bars' don't count as 'gold ore' for the fight with the avatar
- while funny, leaving and re entering the rock doesn't need a full replay of the cutscene perhaps add a 'make it quick' option if you enter it multiple times during the quest for some reason.
- the Arzinian avatars haven't been rebalanced for eoc yet.
post quest
- Would be cool if we could enhance Dondakan's cannon to gold / royal by mining x gold in the mine.
- perhaps some concentrated gold veins could be available after doing this
- possibly add gold spirits flying around that can be caught with hunter / divination
Gold helmet
- an override would be nice as a quest reward or right click 'convert' from the helmet itself
- the gold helmet has been missing stats since eoc, perhaps it's time to give it some again even if only a low tier
granite boots
- would be nice if these were available from some trolls in the Barendir cave or something
mine cart travel system
- interface could be updated
- some new cart locations could be added, perhaps locked partially behind Doric & Boric tasks
example locations : Dwarven outpost, mining guild, Underground pass dwarves, mine northeast of Yanille
let's be honest, the arzinian mine lost its appeal after the mining rework
yes to the mine cart thing
all the more reason to give it some use
Call of the Ancestors need impostor squares
Thammaron's skeleton could use a spit and polish, given that we now know what he looked like in life
and his throne could use some resizing, too
the model for Eric's corpse in Shadow of the Storm has Jas ball hands and no eyes
The Aktnahakos NPC used for flashback cutscenes in Enakhra's Lament (enakh_cutscene_akthanakos) should probably be updated to the modern Akthanakos model.
which is currently used by enakh_akthanakos_freed
though he'd need to be updated to stop using the emote_no animation during one scene, since the Mahjarrat rig doesn't have it.
There's also an issue caused by the removal of the segment where you have to pray melee against the Akthanakos boneguard back in 2012 - I guess the variables connected to it are automatically set, which causes some optional NPC dialogue from Lazim and Enakhra to assume you've spoken to Akthanakos and agreed to help him before you actually have.
and also the longstanding issue (ie since the release of the quest) of the Enakhra and Akthanakos NPCs in the final cutscene not correctly using the enakhenakhra_transform anim (or the Mahjarrat equivalent) when they transform from their human/camel forms into their Mahjarrat ones.
The Fur n Seek fire pit doesn't show a fire while tanning the hides until the very end, and then only for a blip

Defender of Varrock when you return after going to Camedozzal, Varrock is under attack by zombies and you have a few people you have to talk to around the castle. The instanced area that shows the attack only includes the castle, but you need to speak to a few people in other parts of Varrock about the "ongoing invasion" which feels weird with the signs of the invasion only happening at the palace.
Ideally expanding the instance to include the areas you need to go to in this section in the quest, maybe having one of the new quest portals to intentionally enter the instance instead of it just throwing you in when you get to the palace?
All of varrock ideally.
We already have nee varrock as a template for a quest instance
In Wanted! you go to Canifis at the start of the hunt for Solus, the cutscene has a high angle that blocks you seeing him at all for the whole of the cutscene which for a cutscene about having "found" him is ironic.
Similar issue at the Slayer Tower (pic shown). After Canifis starts the hunt there's 20 options where he can be and you visit a random 5 so I can't check them all. Champion's Guild, Castle Wars, Dragon Inn were fine, Edgeville I could see him but at the end he started just walking backwards until he was off screen instead of teleporting out (this was just after he'd disguised himself as a woman).
When confronting him at the end he kills a bunch of knights with an ice barrage, but only deals 700 damage which is very disappointing when players can hit as hard. Earlier in the quest he almost kills us, if their "health" was increased to 7000 it might keep up the idea that he's powerful. Similarly I always found it odd he never has a combat level in this quest and in the final fight he's a complete pushover. He should probably have a combat level and Savant says he's weakened but this isn't really explained; either the fight should be made harder or there could be a line about him running out of runes as he doesn't attempt to use any magic in the fight.
In the cutscene in Devious Minds where the assassin attacks Entrana, some NPCs aren't standing where they should be (I guess they get stuck on pieces of the new Entrana scenery?) which causes issues like NPCs standing on top of eachother and the Assassin attacking nothing instead of killing a monk
(also the version of the high priest NPC used in the cutscene has a broken skintone)
While Guthix Sleeps
- Logs needed doesn't work for acadia or eternal magic (according to the wiki), likely because they're newer
- Colour difference for the wires in Movario's base are barely noticable
- In Movario's base there's a bunch of "look-at" options that seem useless, the worst of which is on the waste paper basket which has a look-at option after having already picked it up
- First time I've mentioned one - imposter squares at McGrubber's Wood
- In the McGrubber's Wood section the wounded guardian tells you to speak to someone and gives a hint of where to find them, but I'm not sure if it's very clear this is a point to leave the area to find that person as the instance sticks around
- Some underground areas have some pretty bad lighting, part of Movario's base was very dark on a floor, the Northern room of the black knights underground base
- When we swap with Surok, Akrisae says we'll look like him but we look nothing like him other than the robes. I'd thought this was just going to be to get up the ladder as they guards aren't paying much attention but upstairs one of the knights calls you Surok, just seems a bit weird for there not to be an illusion or something but they still think my character (who at this point is a woman) is Surok bc the robes (Lucien does then call us out on it)
- Damn I forgot how much aura Lucien had here, Sliske could never compare
- In the Guthixian temple the place to put the water orb wasn't there, I'm guessing this is a Leagues thing auto unlocking tormented demons rather than a bug?
- The cutscene after touching the stone had my necro conjures in. If it happened here I'd expect it's a wider issue with many cutscenes
- For some reason touching the Stone didn't make my stats increase to 255 on touch, but increased by about 10 every few seconds
- The fight with the Balance Elemental used to feel a lot harder for something protecting the Stone, and the demons also made you feel more powerful because the 255 boost was a lot
I think that last point might be more-so tied to combat levels not being anywhere near as relevant as they used to be compared to gear and abilities, so a stat increase just isn't what it used to be and the Stone giving that buff just feels almost lackluster now
Similarly a lot of combat in quests in IMO still broken from EoC. I'm certain we had reworks to bosses since EoC that were meant to rebalance them for EoC but so far on Leagues I don't think I've had a combat encounter that has had anything close to what it used to be, all the pre-EoC bosses have still been pushovers. Part of that might be because Leagues I'm overlevelled for when people would likely be doing these encounters but I've not used food for anything other than the cannon section in Birthright where they keep hitting 2.5k through prayer very rapidly (which honestly feels like it might be a bit much for a non-combat focused section)
The look-at options give nice flavour text, though... move to right click like some other recent examples.
I dunno what's up with the stat boosts supposedly not being 255 in the Tormented Demon fight (it worked properly last time I did the quest), but I do know since EOC one intended mechanic with that is broken - your Constitution stat is meant to be boosted to 255 too, and regenerate every few seconds!
But it isn't so you can just, die to the demons.
Could possibly be the Ascension relic messing with it as that has a chance to proc 255 in stats (which also feels kinda useless) although when that happens it's meant to be instant too and for a few seconds
i would imagine that's ascension yeah
My take is that the look-at options probably should have just been a dialogue box before getting the interact option
Instead of a right click
I think vast majority of WGS look-at options was made right click recently and it felt a bit weird
also TBH the Balance Elemental was easy when the quest first released
of course you'll demolish it with better gear than existed at the time and with leagues relics
though I do think it (and a lot of older quest bosses) should at least be given significantly higher lifepoints
Like I wasn't expecting a hard fight but more than 3-4 hits
I've said before that the ROTM npcs should probably be like, 200k HP at minimum
I guess the balance elemental could be 200k too.
or maybe higher since there's only one
but you don't have buffed stats for the balance ele like you do in rotm, so just 200k (or lower) would probably be fine.
I killed balance elemental in one hit. I crit with d2h spec as specialist.
Which of course can't be done in the main game, but still.
My take is that all Mythic section quests should be 200k health minimum for main fights
Given that we have quest fights that are 800k now even
Things like Nomad having 45k health, or Tokhaar-Hok having 50k is clearly off
They die faster than giant mole and are often less threatening
Both Nomad and Tokhaar-Hok also minimum need 75 magic (and 70 prayer or 60 defence respectively)
Which doubly makes them feel insanely weak, as anyone with minimum stats are in a good position to demolish said fights outright
Perils of ice mountain :
- power station and it's non-dwarf parts, still use models from 2008
- cutscenes don't resize / scale properly and are missing imposter squares
- roses at the monastery could be updated with the newer models
- the icefiend net, used to catch baby icefiends, is lacking in physics and a pretty old model
- baby icefiends still retain the look of the previous version of icefiends, due to their sad / weakened look
- repairing the oracles tent looks... weird, partially due to how old the model is perhaps it could be updated with a modern tent.
- some of the dialogue could probably be looked at for the sake of ... coherence
- the conclusion that it's Drorkar's power station is a bit of left field (feels a bit like meta gaming that the character comes to that conclusion)
- the pickaxe machine could probably be updated with some of the machinery assets from invention
- we never got any follow-up on how Lakki's doing
dwarven mine
not specifically related to this quest, but given that it unlocks another entrance...
- it'd be nice if there were an agility shortcut over the living rock cavern entrance to reduce the walk around.
- the mine itself could be updated with modern cave assets
in Death to the Dorgeshuun, Zanik's animation for climbing into the crate clips with the actual crate
it'd be nice if we could add the digsite quest arch tools to the toolbelt
- Trowel
- Rock pick
- Speciment brush
using the blast spells for chronozon is incredibly clunky
should the hot air balloon in Cold War be transparent?
also, the animations for the agility course need tweaking
Jhallan's muspah chathead could be a little bigger
I believe that is intentional, yes
The Grubfoot follower in Land of the Goblins has an issue where he'll enter crawl speed if you run with him
Zanik does it too
Also in Land of the Goblins, in the high priest crypt at the end of the quest there's a smoke anim around the player's feet. This is aremnant for when the room was filled with fog, but it was removed because it was glitchy.
So the smoke anim feels out of place now, and could probably be removed.
FOTG has old Sliske head
Nomad's Elegy:
- Most models in this quest use old models, for example Icthlarin, Sliske and so on
- Several moments in the quest where chat text is much smaller than normal. (Same with Tale of Nomad)
- When fighting as your allies, it would be better if you hid the action bars and also that their abilities were keybound as well as clickable
- Playing as Xenia felt off as getting her to attack at all was very clunky outside of her abilities
- Door behind Death only takes you to River Numenoun after quest, would make sense it can be used to continue said quest as well if you leave midway through
Fairy Tale Part II Martin the Master Gardener didn't take Farming relic haha (this is a joke post if that wasn't obvious)
I'm sure this has been said before, but i really, REALLY think you guys need to completely overhaul "the dig site" into being an archaology tutorial. I've personally known 2 people AND myself get confused by it because i thought i needed to keep the specimen brush on me at all times doing archaology.
Plus it's kinda just a really bad quest anyways.
Just remove it.
And Tolnas rift too
That would work too. Like i'm all for keeping outdated content for the most part, but it's an active detriment to the archaology skill. Like why is there a rock pick in the game when you need mattocks? Why continue to have panning for artifacts in the game when you don't ever actually do it in the skill? It literally took a friend to explain the entire skill to me after i did the quest the first time before i understood what i had to do.
Shilo Village quest is also a bit vague at times
spirits of the Elid :
- outdated visuals for all npcs and locations involved
- the golems haven't been tuned to eoc and their weakness being visible in the UI kinda undermines the puzzle of the quest
- the camp surrounding the Heart of Gielinor, and the entrance itself, really subverts the whole notion of a 'big empty desert'
- the genie doesn't specify who's sole he wants, yet when you talk again, they specifically ask for Awusah's sole for some reason
- the statue plinth you gotta place the statue on could do with a 'place' left click option once you have it
quest rewards
- Praying at the statue gives a minor temporary hp buff, nowadays this doesn't really do much, so perhaps it could behave like a spa buff / longer duration hp boost
- After completing the quest, it'd be nice if we could maybe do a god statue at that pillar south west of the museum for Elidinis.
idk, having a statue of Elidinis outside of the temple where her shrine is feels redundant
though I am not against a god statue in the desert
especially after eclipse of the heart
the exact location isn't of much import, and given the context of wanting to show dedication to honoring her, it'd make sense to double up on it
also, giant statues in honor of gods outside of the temple is very much in line with the area
just look at the temple to Icthlarin in Sophanem
Kindred Spirits:
- Sliske uses old model
- Dragonkin uses old model
- Very strange that we're convinced to help out Sliske by the threat that the dragonkin has the stone of jas, when they're the guardians of it and have every reason to not abuse the stone (given the suffering it causes them). Really should have been the Staff of Armadyl thats brought up as the reason to intervene, given that we've seen them kill Lucien with it and the quest pivots to being about the Staff anyways the moment Sliske drops the charade.
Icthlarin's little helper
- various npcs involved in the quest are due a visual tune-up (the wanderer, klenter, etc.)
- the wanderer mentions Sophanem, but not Nardah which is the same distance, nor the encampment at the heart
- the memory overlay could be updated
- the dungeon still uses early 2010s models
- would be cool if during the hypnotized sections, the walk animation was defaulted to the zombie walk or something
- the door lock interface could be updated to modern standards
- the Doorway entrance before the apparation fight appears to have holes in it's hitbox
- the canopic jar you took is visibly on the ground until you enter the room again
- for some reason i still had the canopic jar in my inventory after the quest (possibly bugged)
- you have to start a new dialogue with the carpenter even if you have willow logs with you
- the possessed priest appears but none of the ones that were standing around were replaced by it
- some of the cutscenes (such as the one where we are introduced to Icthlarin) don't resize / scale properly
post quest
- after all the recent developments in the desert, perhaps it's time to cure the plague from Sophanem
Yeah cure the plague in Sophanem (maybe get the Biohazard girl to help?), help the citizens of Morytania because they all still look anemic (probably coming with the new vyre quest?), free the desert slave camp, fully clear the Menaphite Thugs and Bandits out of Pollinivneach, find a more permanent solution to Goebies vs. Airut, all sorts of people still need help
Also have some NPC directly explain what happened during the World Events for new players like me; they are heavily referenced especially during the Sliske’s Game quest line but nothing in-game directly explains how the player supposedly participated in them in the past.
Maybe have Reldo/Charos show the player the outlines of his History of the Fifth/Sixth Age? Still waiting for that to come out by the way, I’m a total lore nerd.
sophanem plague could just be cured after Our Man in the North
it's already cured in-story by the time of the desert finale, at least
for Lunar Diplomacy it might be nice for the Oneiromancer to suggest bringing runes
Vanescula is looking kinda squishy in Branches of Darkmeyer...
1 Constitution but 1,000,000 Defence
so, funny thing, entering Keldagrim through the watchtower starts The Giant Dwarf by assuming you took the boat
the easy fix is to lock the watchtower door until the quest is started
Iirc that the door is accessible at this stage is a bug
It’s meant to be locked until later in the series
well, it's a pretty big bug if you ask me
Was gonna say; that door shouldnt open until forgiveness
Is this a bug that cyclopes have black eyes? It makes them creepier though it doesn't seem to fit the model outside chatheads
and I could have sworn they didn't use to have them
All chathead have had that lighting bug for months
Probably needs an engineer to fix, but it's basically been going on for a while
Blue fog in an Eye for an Eye night section is far too strong
Fixing the boat and ramp in The Darkness of Hallowvale says it can use "any two planks" but new Fort Forinthry planks (such as magic planks) don't work; only original Construction planks (wood, oak, teak, mahogany, maybe protean?) work
Also the "Pushing it down the slipway" cutscene needs impostor squares
Ok the cyclopes are definitely bugged
Ok
How did you create this dialogue box I cannot cancel by accidentially clicking elsewhere (Harbinger miniquest)
And can we use this dialogue box more. Things like Moia betraying you in Extinction would benefit a lot from this.
If you click the Fossilized Bone excavation spot then immediately click the pot boiler (before starting Rag and Bone Man anyway, not sure if it works after starting) your character will start the archaeology animation (and digging sounds) on the pot boiler.
Not directly quest content but Fairy Ring DJR is about 5 seconds from another fairy ring but there are exactly 0 rings on all of Anachronia. How long does it take for some fairies to grow a ring of mushrooms? It's been 7 years!
Leagues only issue: Is my sunspear not good enough for you, Vanstrom? Also he has only 2950 hp in the unwinnable fight which is basically oneshot territory at this point
Also the cutscene/instance is yet another "needs impostor squares"
While the player's sketches of the castle layout are good art-wise, they use the pre-remastered Drakan's Castle so it looks totally different from how it is now.
Clambering over this little wall is 12 seconds each time but climbing up the entire Paterdomus Temple is two jumps in four seconds. Please speed up the climbing cutscene.
Desert Treasure lore: the tablet translation detailing Azzanadra’s capture is supposed to be older than Senntisten (according to Terry Balando) but Eblis says Azzy was captured many years after Zamorak’s betrayal, certainly long after the founding of Senntisten.
He says it predates the settlement they're excavating there which would be [[Saranthium]] which is way after the betrayal
Wiki links found:
https://runescape.wiki/w/Saranthium
Oh I thought they were excavating Senntisten itself since the entrance to the city and the Empty Throne Room is right at the Dig Site. Thanks for clearing it up!
ingenuity of the humans
Again on the topic of Desert Treasure though, the Stranger assassin should be given a HP buff. In OSRS he has 8000 equivalent HP, at least a decent challenge, but in RS3 he only has 2900 which is incredibly flimsy.
incidentally the desert treasure 2 assassin, which you are forced to fight, has 4500 lp
wait i lied
she has 45000 lol
I guess that is valid, the Dig Site was meant to be Saranthium they were excavating which was built above the ruins of Senntisten, but I think largely because players were more interested in Senntisten (the capital of an empire that no longer exists with a mysterious god that's the source of some big iconic upgrades) they gave us more and more Senntisten content to the point that now we have the large doorways to the Empty Throne and to EGWD so signs of Senntisten are more visible now
they made assets for updated sketches but they never made their way in-game for some reason
The superheat item spell should be allowed to work on the Lunar ore in Lunar Diplomacy, so I don't have to go to the furnace to smelt it.
speaking of superheat... https://discord.com/channels/303835144073248770/1354304115231952916
a pretty jarring one, during Stolen Hearts confrontation with Lady Keli, there is a cinematic cutscene within a cutscene where Keli uses some magic. that portion of the cutscene uses a dedicated map square vs just instancing part of the main map. the problem is, this map square was unchaged since 2012 so it has old wizards' tower visible, as well as a completely different skybox
from what I've noticed (i'm going off of a video from 2 months ago), there is also an annoying skybox issue during the rest of the cutscene - every time camera switches position, the skybox switches from daytime wizards' tower skybox, to nighttime draynor skybox
this happens like 4 times during the cutscene
this map square belongs in a museum
ironically it has pre-crater swamp/forest, but you don't see anyway, you just get an inexplicable shot of old wizards' tower
it even has maggie's caravan still in one of previous locations, although you can't see it in cutscene. pretty fun skybox, other issues aside
in general a lot of quests from that era have this really jarring issue of switching between instanced versions of live locations and dedicated cutscene map squares that have never been updated, so you see 2 different time snapshots of the same location within a single section, sometimes back and forth a few times, with completely different skyboxes, ground textures, models etc
DT: right clicking in the bank to directly equip a Full Slayer Helmet (or presumably a facemask/masked earmuffs/etc.) and attempting to enter the Smoke Dungeon will give you the “there’s a lot of smoke in the well, I shouldn’t breathe it directly” dialogue and you won’t enter the well. Unequipping and reequipping the helmet from the inventory will able you to enter the dungeon.
that is on my list of outdated map square copies!
Anyway, the Battle with "Me" in Lunar Diplomacy is hurt by the Evolution of Combat changing the Lunar staff to a magic-only weapon. If you don't bring runes (which you are given no indication to do), you have no method of dealing damage to Me. Additionally, Me will attack with melee despite being supposed to mirror you.
Could be fixed by making Me use magic + providing free runes for the fight
The Stranger serially needs a big HP buff. I literally killed him in one punch without a weapon equipped. It is Leagues but still, that’s kind of absurd for what’s supposed to be a crazy strong “run away or die” assassin.
are you melee relic or does that not work on punching
gotta say, with all the data being gathered here this is gonna turn into one massive backlog of fixes
Interesting oversight, the combat lamp from The Grand Tree can be used on Necromancy without having done the quest Necromancy!
that's true of a bunch of lamps
Dream Mentor doesn't offer necromancy as an option but it does the other styles
The mind meld with the spirit tree in The Path of Glouphrie doesn't end as soon as its supposed to, and even after it does the music doesn't stop playing.
Shilo Village doesn't use the toolbelt chisel and you have to grab the physical item
also, one small favor won't let you give a sealed pot until you do the whole sequence, even though you can technically make one earlier. Maybe changing it to a specific one made by Tassie would be better?
A running issue I'm seeing here is that there's a little check that runs right when NPCs die (not sure what it is under the hood) that interrupts chat boxes and closes interfaces — and in a fair number of quests, interrupts cutscenes.
For example, at the end of Dream Mentor, the cutscene where Cyrisus stomps his fears is interrupted by the engine noting opponent death/end of combat, so we only briefly see our character yelling to Cyrisus and then the entire scene fading away. It's a running issue when NPCs being slain starts a dialogue but then that dialogue is interrupted by the actual NPC death scripts.
Darkness of Hallowvale (wow I’ve been posting on this quest a lot) when you get targeted by a Vyrewatch, if you hotkey trigger Dive to get away it still force opens the dialogue box. However, if the player makes it out of the Vyre’s range then tries to select one of the options, the Vyre can’t path to the player and force-reopens the dialogue box, effectively softlocking the player. Only the “accept tithe” option breaks the loop for some reason; the player doesn’t even take damage in that case.
Also Surge/Dive interacting oddly with quests reminds me: most “stealth” quests are instanced which automatically disallows movement ability shenanigans, but Witch’s House takes place in the overworld so the player can just Surge from hedge to hedge, skipping the “wait for the witch to pass by” bit. In general quest cases movement cultures should probably be allowed but maybe have a “the witch/guard/etc. would probably notice if you tried dashing around the garden/prison/etc.” message if the player tries that during a quest stealth session. Or maybe just allow it entirely so the player can feel like a ninja!
If you click "Freedom" (not hotkey from the action bar, click it with your mouse), you immediately break that grip and can run off.
Which seems all the odder considering that Drakan's stun-and-grip moves ignore Freedom and Anticipation...
Mentioning the Drakan fight reminds me: the best way is just “use ranged or magic and run away the whole time, spamming your number keys to activate your abilities while moving” with zero technical skill or strategy required. Somebody’s probably done it with the Ivandis Flail just for flex points through.
Upon completion of Legends' Quest:
The Totem Pole placed in the Legends guild is very clearly the same model as the corrupt totem pole we replace during the course of the quest. Doesn't look at all like the gilded totem pole Gujuo gave us.
The closeups of Hazelmere's hand in The Path of Glouphrie look silly now that the background/border was removed from it, lol. Ideally the background would be restored and it'd be full screen.
That's not Hazelmere's hand but Vecna's
It's floating in the sky
Holding a dried eyeball
When I talked to Bob he asked me for a dragonkin memento of his time as Robert the Strong, with Odysseus.
...I was talking to him to start Tale of Two Kitties, in which we uncover that heritage. Way to spoil your own quest, Bob.
And he does it every dang time I talk to him to keep the quest rolling.
Asks for a memento of his old friend Odysseus, then immediately tells my cat the name Odysseus doesn't ring any bells
You could say the experience is somewhat discombobulating
In Legacy of Seergaze, a unique jingle (that the "I'm Counting On You" song was later based on) plays, but is immediately drowned out by the much louder "The Terrible Caverns")
I think it’s the same issue as during WGS dolmen door opening cutscene, which is now transparent overlay on top of the location
It’s some Archaeology relic thing, right?
My hot take is take these forced Archaeology tangents from so many NPCs are even more obnoxious than the random Battle of Lumrudge dialogue
Especially for npcs that are not collectors, but them too, if the npc is only involved in some one time relic trade, they shouldn’t keep triggering their Arch dialogue right off the bat imo
For both spoiler and sanity reasons
And tbh some of these relics should probably be quest locked if they use these npcs
what if the arch dialogue is locked until after ToTC
I think Stu largely dealt with them
But Bob's dialogue should definitely be Tail of Two Cat hidden at minimum
Every time I talk to Reldo/Charos he would mention the Dominarian Device from the Everlight Dig Site. I eventually got so fed up with it that I went and unlocked the relic just because he’s involved in so many quests, even though I have no desire to use Sticky Fingers. Also the Eblis dialogue about being a Zarosian collector is super irritating during Desert Treasure since you don’t even know he’s associated with Zaros until the middle of the quest.
Yeah, I know some stuff got cleaned up but I feel there is still a lot of it left.
I really hope whatever the new skill ends up being, it's intergrated in a bit less aggressive way.
He got cleaned up to no longer ask it unless you're level you can do it, at least
IMO, Velucia should be the generic collector everyone can use
Every other collector? Fair game to quest lock.
Eblis should have been quest locked behind Desert Treasure
Either do the quest, or use the generic collector
that's an interesting idea
Death plateau :
- troll county, visuals etc.
- Dad interrupts his own dialogue by engaging combat
- after freeing Godric, you can't examine him
I couldn't pinpoint an exact reason why, but as someone who loves quests I've realised I have a strong aversion to Icthlarin's Little Helper.
I returned to OSRS a few months back and constantly postponed doing it. And in RS3 Leagues I ended up doing Gate of Elidinis to get Luminous Energy to avoid doing that quest to get access to Sophanem.
I guess I just have memories of it being incredibly tedious and a huge pain lol
That said considering it's the introduction of Icthlarin, and how key a role he ends up playing in the story, I would not be opposed to a modern rework.
It got a "soft" rework a few years back
Its a significantly less painful experience in rs3
oh dang, maybe i need to give it another go then lol
tbh as much as I love desert series, there is like 3 quests that are built havily around the idea "what if a maze but also annoying enemies but also traps???"
which on one hand is cool as it kinda just echoes classical indiana jones style adventures and so on
on the other hand most of that stuff is not particularly fun and feels tedious indeed
i feel 90% of contact is just that maze
Kaleef's corpse needs fingers
also wasn't there a cutscene of Osman infiltrating Sophanem?
yeah I think that may have been removed by mistake
Haha I’ve also not done ILH yet on Leagues. I don’t have any negative memory of it (or any memory of it at all really) but I’ve consistently found ways to get around doing it haha.
for that matter, the reward lamp could use the standardized xp lamp interface
Maybe it’s just the whole “raising a cat” thing that has been turning me off of the quest. I have a cat IRL but I still don’t have Varrock Medium on main because I can’t be bothered to get the Cat Training Medal.
In The Chosen COmmander, H.A.M. Agent Walton's flashbang will repeatedly appear on the screen until you relog
It's... extremely distracting and probably one of the worst issues mentioned here.
Huge issue with The Chosen Commander - "But We Can Fight" doesn't play when it's supposed to 😔
(During the scene where Zanik says "But we can fight.")
The final cutscene also seems to just... not render the H.A.M. hideout, causing the H.A.M. members to appear in the middle of nowhere.
Has General Khazard revealed to his men the forbidden knowledge that pigs are actually edible?
On a less comical front, General Khazard's voicelines overlap each other during the fight, to the point where you really can't tell where one line ends and other begins. Either he's going to have to emit them far slower, or have the voice acting removed/redone, because at the moment it feels incredibly scuffed.
Some quest bugs I noticed in RS3 leagues:
Brink of Extinction: TokHaar-Hok is bugged where seemingly only ranged weapons on a specific ability can stun him, when any ability stun or Legacy Mode special attack is supposed to work.
Children of Mah: Hazeel in the opening parts of the quest is labelled "FOTG2_HAZEEL"
Elder Kiln: "Ga'al-Jeh" persists in the top-left of the screen far longer than it should (it was still there after I completed the quest!)
Extinction
- Start of the quest has Seren's text say "I thought we could find a way avoid extinction" rather than "to avoid extinction"
- During the conversation with Vicendithas, the D&D icon is visible floating above where he is normally while he's elsewhere in the room, leaving a disembodied D&D icon
Heart of Stone: Visual bug (possibly Z-fighting, possibly a graphics card issue?) on the floor of the quest's caves
Ritual of the Mahjarrat: There's a tiny spot of broken pathfinding around some plants in central Mos le' Harmless; it's hard to describe exactly where and it's a bit south of the wiki-advised path.
Thok It To Them (Saga): Lumicient Icefiend's icicle attack is either invisible or doesn't happen at all
While Guthix Sleeps: First part of Guthix's Temple (the area you first appear in after decending from a light creature) has misshapen terrain on one of the edges.
the D&D icon thing seems to be an issue everywhere
another example is malignus' tutor icon for stuff at the um ritual site
Ah, I wondered why that icon was still present
I think these icons are hardcoded to a map tile rather than npc
Creature of Fenkenstrain :
- castle and quest related npcs are all really showing their age.
- perhaps some more interactive elements in the castle could be nice
- upon discovering where Ed's burried, perhaps a 'dig' option could spawn so the toolbelt spade works
- when Fenk asks for needle and thread, you have to start a new dialogue, rather than giving em over
- the conductor mould can't be added to the toolbelt, what if we need more conductors in the future for our inventions?
- the lightning could be updated with modern visuals
The legends quest XP reward is a bit clunky to get because you have to go through dialogue for it
he revealed it once, and has regretted it since
same for the Contact! xp lamp
does this look edible to anyone
i like how the entirety of fight arena has probably less polygons than average TH outfit
huh, fun fact
those bits were added to fight arena with WGS
makes sense
the models are very rs2 coded though
ok, did more digging, hogs, turkey and chess replaced generic tales with rshd but got examinable only with WGS
(nobody asked)
Wgs is pre-rs3 though, so it checks out
Fight Arena seemingly had a WIP graphical update in progress since 2007
That went out in pieces throught 2008 and 2009
The Firemaker's Curse has a handful of issues, some worse than others:
- The Shadow Tendrils are dang near invisible, pretty small too, and don’t respect modern UI panels at all. Even when I knew when I was looking for I still had to resort to flailing around with right-click hunting for things that were all but invisible.
- The ten minute oil line room has a locked camera that also doesn’t respect modern UI. My UI is along the bottom and right edges of the screen, which meant the south and east walls were completely unusable.
- Dunno if it's intended, but Char's dimming of the rooms trumps Low Contrast Mode, meaning everything becomes really hard to see regardless. (Shadow tendrils are grey in or out of said mode.)
- Those flame walls are looking a lot like floating lumps of cheese suspended in flame – they might appreciate being swapped out for the QBD's flame wall assets.
One of hte cutscenes in EW4 (after completing the cosmic puzzle) seems rather broken with camera
all of them, really
Ghost ahoy :
- areas / npcs involved are visually pretty dated.
- Necrovarus only uses the default facial expression
- the rune-draw interface is pretty old.
- it'd be nice if the translation manual could be read
- the statue of Saradomin on dragontooth island, could be updated
- the treasure map step count, could be a text input rather than buttons
- the treasure map could have a right click 'dig' option
- it'd be nice if the book of Haricanto was readable
- shouldn't the swamp trees in Port Phasmatys be (un)dead trees?
- the quest log could hint at asking Velorina for help with finding things
- can't stick the bone key on our keyring (i know it has no use post quest)
Spirit of Summer cutscenes are a bit clunky
and the non-spirit realm farm instance has a couple of wooden beams floating in midair
Rum deal :
- All the related npcs, other than Captain Braindeath, are outdated. (zombie protesters are still using 2007 models)
- the cutscenes don't resize / scale properly and are missing imposter squares
- the dialogue with captain Braindeath happens on the northern end of the facility, while the protests are happening in the south
- insulting the zombie swabs has both the animation and dialogue interrupted by zombie pirates, perhaps keep the aggresive ones in a specific area
- would be nice to add the fishbowl and net to the toolbelt, even if we don't currently have a use for fishing with one
Fever spiders
- 2006 model with 2008 textures
- they used to apply the diseased status, which drained stats, perhaps they could just lower constitution lvl to retain some of that flavor and / or be poisonous, alternatively they could reduce adrenaline gain
- their entire loot table is grimy kwuarms and farm eggs
- osrs gave them a proper loot table in 2024, perhaps rs3 could give them one too
I'd love to see Diseased status reinstated; there isn't really a reason it's incompatible with EoC and it adds a lot of flavour to certain areas
Disease as a debuff that drains stat would work fine. Just, not be a unique "thing" with a unique hitsplat like it was before, lol.
Make the thing that used to heal disease reduce how much your stats are lowered by?
funnily enough croesus kinda does disease damage by draining stats
I would like to see quest difficulty tiers reinstated. They were never really about the actual difficulty about the quest, but gave a useful guideline to the kind of level the quest was at and general progression.
The ratings technically still exist in Runemetrics, but recent quests tend to be placed in nonsensical categories. Meanwhile, OSRS recently re-rated many quest tiers to make their categories even more consistent than before.
in Summer's End, the spirit beast's death animation is missing
it just disappears
The tooth extractors for FTP3 can only be made by using a physical hammer on physical secuteurs. The toolbelt hammer should work at least
garden of tranquility :
- many of the plants involved with the garden have more modern models ready to go
- the wise old man, refers to Charos as the only 'living' servant of Drakan, vampyres haven't been undead for a while.
- the wise old man's questions to activate the ring, uses a non-stanard chat interface that should be standardized
- there is no 'fish' or ' retrieve' right click option on the Edgeville well, when attempting to reclaim the ring, adding this would allow the toolbelt fishing rods to work.
- grass from the floor, is growing through the yellow orchid pot
- Bernald's Burthorpe vine section might need some tweaks, considering how far south in taverley he is nowadays
- the falador cutscene doesn't scale / resize properly, and is missing imposter squares
- the general store doesn't render during the falador cutscene, possibly due to the halloween decorations
- PKMaster0036, is wearing retro black knight armour
- perhaps hide all the guards at the northern falador gate, while pushing the statue of saradomin around.
- the trolley movement could probably be changed into a push towards command that lets you pick the tile to move it to
garden showcase cutscene
-
Ellamaria doesn't turn, to follow Roald's position for the first part
-
the visual inconsistency between Ellamaria and Roald, the castle and the garden should probably be resolved at some point.
-
if you wait during dialogue, Roald and Ellamaria despawn mid cutscene (found this out by typing feedback during it)
-
closing the quest complete window, triggers a fade to black after the quest has been completed.
post quest
- it'd be nice if we could inform Dantaera, that the white tree sapling we cut is growing well
rewards
- white tree fruit could be given a use, and a tooltip about it's energy restoring property
- it'd be nice if the extra potent plant cure was useable on farming patches to lower disease chance
- many of the plants would make for nice additions to farming itself
When the screen goes to black when you get the magic tooth in Fairy Tale 3 and it's "censored for the squeamish", it quickly fades back in and you can see your player character when you shouldn't be able to.
Fairy Tale 3's boss fight needs buffing A LOT so you like, have to actually engage with the mechanics
At minimum the ork generals should take vastly reduced damage from anything that isn't the tooth orks
and they should have way more hp
the combat is honestly the biggest issue with most old quests
but feels especially the case for Fairy Tale 3 because of how big a part the final boss is for that quest
and it just... doesn't work at all anymore
Summer’s End having to Use five cursed willow logs on each fire spot is really unintuitive, I tried to right-click Light the logs while standing over the fire pits but I get the “You can’t light a fire here” message. Also the invisible Jennica’s Ring spots need to be made visible, like there’s no way a guideless player could ever find the Tormented Wraith for the Wilderness Hard Tasks on their own.
The Dark Warriors’ Fortress isn’t exactly a hotspot as it is, especially since they’re Fort Guards notes so their old base is abandoned, but at least it might be possible to find the spot on your own.
perhaps a sort of radius detection thing like the penguin spy device
although making them visible is probably easier
Looks like the Broav also knows what bacon is.
of course it does, it's a pig
Ran afoul a rather nasty one in While Guthix Sleeps:
When you kill Elite Black Knights to get the armour for your disguise, if you kill two of them simultaneously they both drop the same armour piece but also both count against the three guaranteed armour drops you get — so you're missing a piece. (I presume if you managed to kill three simultaneously you'd get three duplicates, and be down two pieces.)
You can't loot the desks for the Dark Squall disguise unless you're already dressed as an Elite Black Knight, so you're stuck farming these suckers for their 1/128 drops until you get it.
I got five platebodies and six platelegs before I got a helm...
Rune mechanics :
-
mage training arena visuals are dated
-
runecrafting guild robes, could do with a visual update
-
steam runes crafted prior to getting supplies, even if they were crafted by an ironman, don't flag for completion
-
the portal puzzle cutscenes could probably be removed considering they just slow down moving in the puzzle
-
there appears be a large strip of sand, north of the puzzle
-
the repaired animation table has an inanimate static lightning bolt arcing mid air
-
the rune guardian also appears to just stand around right next to it
-
the animation cutscene doesn't resize / scale properly
-
the telescope at the mage training arena reward guardian, cannot be used to look for falling stars
Hogs and pigs are in fact different
enlightened journey :
- cutscenes don't resize / scale, missing imposter squares
- August being aware of zanaris is a bit meta
- the maiden voyage interface doesn't have the same kinda feeling to it, when you can see the island right behind it
- the balloon interace could do with an update, it even has the classic killerwatts
balloon system
over the years various new locations have been added that could host a balloon, such as Oo'glog, Anachronia, Menaphos and Prifddinas
cold war :
- the iceberg still uses old graphics
- none of the penguins involved in the quest have been updated yet
- Larry still has orb hands
- the cutscenes don't scale / resize properly
- during penguin time you cannot open the settings
I'd note that the updated penguins they did with peng hide&seek is an entirely different species fo penguin, so I'd ideally want a model thats truer to the original ones (as a general rule for artstyle too)
Throne of miscellania :
- the island(s) and inhabitants are due a visual update
- not all unenchanted rings work, many have been added since the quest came out, perhaps the list could be expanded
- the approval interface could show while gathering approval for the quest
Yeah this kind of thing can happen with any kind of limited drop, like if you somehow get lucky enough to get a sixth ancient effigy drop before you pick up your fifth you can bank six effigies. The game doesn’t register that you “got” a drop until you pick it up. If you don’t pick up the first elite black armor piece before killing a second knight you’ll probably get a dupe that way too.
Witch’s House the statues of Zamorak in her garden use his Mahjarrat form which he hasn’t looked like since the Fourth Age or earlier. It seems of that she’d have statues of Zamorak from before he ascended, although the quest is Fifth Age so it’s possible humans don’t know what he looks like at the current time.
Missing my Mummy automatically takes you to the sarco room and ignores the floor
Oh yeh, it’s just a variation on the old Drop Trick. The issue is that the quest checks for “three drops of elite black knight” without any safeguard for “three unique drops of elite black knight”.
Update the Quest Storage Chest please! It’s incredibly useful for what it does have but so many items are still missing.
Ironically, you still have to pass the floor to finish it, as you need to reach the mummy part thats now on the other side
So its definitely broken but in a funny way where it only shuffle around what you have to do instead of skipping it
Remove the swapping to female step of Recruitment Drive, or at least have the Makeover Mage remember what you used to look like so you can get your original look back. Not as much of an issue on main but on Leagues you can’t change your hairstyle back on command so you have to spend the rest of the League looking stupid.
As [[scrapbook]] is going to be updated to replace Lumby Crater with the forest, it might also be a good idea to update some other images too. Varrock one still shows old GE with 4 corners and Sliske's sword of all things and one of them shows Duel Arena instead of Het's Oasis. Neither is super important since location is obvious either way, but it might be a bit confusing/jarring i guess
Wiki links found:
https://runescape.wiki/w/Scrapbook
also scrapbook becomes non-reclaimable post miniquest (just lost it)
Makeover Mage took my damn hair
can't have shit in Asgarnia
I thought how OS changed that was clever. Went from "no man can defeat me" to "no BLADE can defeat me."
||You have to use a warhammer.||
Jep
None of the NPC's will tell me where the guild registry is on repeat conversations.
Use on bowl, to hold the chopped onions
What kinda madman would hold chopped onions directly
at the same time, I find it kind of funny that the PC supposedly is both ok by cooking a steak by sort of danging it over a naked flame, and does wild mise en place type shit like dirtying a bowl just for chopped onion
in fairness I suppose dirtied crockery matters less when your approach to dishes is 'chuck it literally anywhere and forget about it'
the same madman who carries a huge lump of blessed sand
In Aid of the Myreque after lighting the furnace, Vanstrom and Gadderanks are stood right next to the town and seems very weird they didn't notice the down they were practically stood in. Ideally they'd be further in the swamp and see the smoke as there's a transition back to someone else telling you they're here
Darkness of Hallowvale has another "look-at" option on the rocky surface which does nothing (it seems like having a useless loot-at left click and a right click search was a trend for a while)
The sketches look nothing like Castle Drakan (I think it used to be 3 different towers for the siblings but was updates a long time ago, but the sketches we draw still show multiple towers)
The fireplace has a "look-at" option despite this being an actionable thing to get the "message", imo this should probably be changed to search as search elsewhere has been an actionable option with look-at only giving a description of the item, same with the tapestery
Less about the quests themselves but very much related, Burg de Rott and Meiyerditch look absolutely terrible. Burg we're meant to help out the town and sure we get a few things running but all the homes are still ruins (I more-so mean the very dated style but thought I'd mention this too)
Meiyerditch is a terrible place to navigate and I get part of that is for the quest but it's so bad I always use a guide while also looking so bad, the section when we're up on the wall and can see into Darkmeyer it looks great there and I feel like Meiyerditch should also look good from up there but it and Burg kinda spoil the view? There's also this odd "blank" space south of Barrows that feels empty, not in the there's no content there but there's no scenery there like the swamp either
Usually I wouldn't mention graphical area reworks for this, but I feel like it's particularly relevant here as the Myreque series was all about pushing deeper into the region from Canifis all the way to Castle Drakan
Also with Havenhythe having a focus on vampyres, it'll likely draw more people to doing the Myreque quests
iirc they were kinda specifically avoiding touching Morytania for now even when they polled next regions for gamejam refreshes, i assume once they have enough assets for havenhythe swamps etc they will be able to gradually spruce up morytania as well
meiyerditch i assume is really hard to untangle since the entire city is multi level agility course essentially and is just so densely populated with buildings
i think a lot would be improved with just better skyboxes and modern lighting in these areas
Viggora's Edgeville Dungeon spawn should be moved somewhere where there aren't agressive skeletons who will knock you out of dialogue, so you can actually speak to him.
He was moved out of the Earth Warriors room recently (which is appreciated) but alas there are still aggressive skeletons in his current location.
Just make the ending point universally the Slayer Tower
meeting Viggora in Viggora's Folly feels right
make it so you can fill a restored Vigorem vial at the ectophial and pour it to teleport to viggora
Horror from the Deep: make the Dagannoth Mother immune to poison and/or give her like 10x HP, my cinderbanes killed her before she had a chance to even reach melee phase.
Branches of Darkmeyer the fight with Vanstrom has the "Stare into the darkness!" mechanic which imo should just be to make your character look away from him. Apparently you have to run to the edge of the arena (I assume to look away from him) but also rotate your camera? The camera aspect seems like it was a dev wanting to flex being able to do that but it's just so awkward and unintuitive
There's no description for what any of Vanescula's abilities do in the section where you control her and it's best to just spam shriek, either the abilities should have descriptions or as I don't think it's used anywhere else just remove the abilities and give her an auto attack, maybe with a "special button" that's been used in boss fights more recently (Kerapac for time warp, Zuk, Raksha) for the shriek
Finally something I've never understood is the Drakan medallion has 10 charges, but the charges are kind of redundant and imo should be removed? The charges don't drain if you use the teleport while in Morytania and you can use it to teleport to Burg de Rott right where you recharge it. Nothing is added by having charges which rarely drain and have no upkeep (almost like how the Ectophile didn't autofill after teleporting many years ago)
I would not replace Vanescula's abilities with an extra action butto; current UI is great and feels more responsive than most
Can just make it one giant button that says shriek
Or even better, rebalance the numbers
For the Vanstrom fight, backport the challenging fight from OSRS that still has "Stare into darkness!" in some form
Also please please please please please please please please remove Vanstrom's voiceover it's probably in the top 5 most wtf things of all quests
Please don’t change it, but the cutscene at the end of The World Wakes where Saradomin tries to force-Teleother the player plays the old “magic splash” animation. As a newer player I would never have noticed if I hadn’t tried OSRS for a bit, but I found it funny as an unintended Easter Egg.
Some of the older quest areas prevents surging, very annoying.
Like the eagles cave in Eagles Peak quest
almost all quest areas do, including newer ones
Oneiromancer spawns out of bounds in Blood Runs Deep
lmao
The monkey knife fighters should probably only be visible after Monkey Madness, because their location would make a new player think its unsafe to go there while going for the monkey talisman
Watchtower :
- Yanille / Gu'Tanoth are showing their age
- aside of the skeletons / greater demons in the enclave, every single npc involved should get a visual update
- cutscene doesn't resize / scale properly
- the interactable bushes could have some kinda sparkles or something to indicate they are relevant
- feels weird that you can't hand in the crystals untill you have them all
- it'd be nice to have the Skavid language scribbled down or something
- the ogre shamans having 1 hp feels weird and having to manually use the potion on them can be unintuitive.
- it'd be nice if there was some indicator on which crystal goes where, but it's easy enough to force the solution
- the dialog "Also, let me improve your Magic level for you" could be tweaked into "Also, let me teach you some things about magic", it's weirdly meta considering earlier in the quest, an actual spell is used to indicate a level
fairy tale II :
- aging visuals
- it'd be nice if there were more locations with signs that showcased the lunar alphabet, perhaps a few lorebooks around zanaris that translate a handful of words
- the lore surrounding fairy rings, should probably be checked for consistency with current lore, due to potential timeline mismatching.
- all fairy rings having a 'select destination' right click, implies they're all 'major portals'
- the fairy queen isn't shown on the minimap and she's shown with a blue 'scenery object' name, indicating she's already dead
- the fairy queen's hideout would benefit from being surrounded by chunks with trees
- the fairy queen is aware of your identity, even if you've never spoken with her prior and she's knocked out during fairy tale I
- not all rewarded xp is in lamp form.
magic essence potion is basically a regular magic potion, it'd be neat if it was stronger specifically for restoring magic levels
not directly related to the quest, but https://discord.com/channels/303835144073248770/1199130503731749044
I really dont get why all the Ogres haven't been updated to their GWD models.
outfits, animations and visual mismatch with their surroundings, most likely
It's extra dev work to improve an area they're not otherwise touching. Might be something that would've been done with Pebble/Zact's Yanille rework
They'd probably consider the GWD models too outdated now anyway
I actually really like them a lot.
Forgettable tale of a drunken dwarf :
- Keldagrim and it's various mines could be updated to modern mine / cave assets
- cutscenes don't resize / scale properly
- brewing step could get a 'skip time' dialog option
- minecart puzzle interface could do with a modern UI
- minecart animations / movement is a bit wonky
- searching the minecart boxes feels sluggish
- the overhearing segment being in a random empty corner of a cave feels a bit odd, perhaps it could be Grunsh' room or something, with a bed / some items
- the music is rather jumpy, switching every time you jump in a cart
- the various lore tidbits (documents) from the quest, should be added to the poh library
- the final cutscene camera can get obstructed by the walls, if your gameplay window isn't in the correct aspect ratio
post quest
Rind's letter
- should be available to deliver post quest, if not done during it
kelda hops - could be a decent repeatable farming reward, akin to the jade vine for xp and / or random beers
horror from the deep :
- npcs involved could be updated to modern standards
- the broken bridge could be updated, though the barebones look is somewhat fitting for Rellekka it doesn't match the lighthouse's construction quality
- Gunnjorn's pretty quick to hand over the key for someone keeping it safe
- the instance upon entering of the lighthouse, would benefit from imposter squares
- Larrissa is aware of the light being broken, rather than just off, somehow
- you can stand inside of the mirror next to the drawers on the southern side of the lighthouse' middle floor
lighting mechanism
- repairing the light doesn't properly update the model
- after repairing it, it doesn't rotate inside of the quest instance
basement
- the basement cavern and strange wall are due a visual update
- the cavern behind the door, should probably be hidden before unlocking it for immersion
- being in combat prevents talking to Jossik, slowing the final cave section a lot
- the dagganoth and dagganoth mother, haven't be rebalanced for eoc properly yet.
postquest
- post quest dialogue takes place in front of the strange wall, talking about 'getting out' without Jossik being near you
- perhaps Larrissa could move into the lighthouse with Jossik, rather than waiting outside
- we can't put the lighthouse key on our keyring (or give it back)
Dagganoth pit
- it'd be nice if we could see inside of the pit prior to going in after the quest
basalt rocks
- it'd be nice if there was a higher lvl agility option (perhaps with task set requirement) to 'parkour' across the basalt rocks faster
god book purchase
- this could probably just be converted to a regular store, so you don't have to click through dialog for each book
- it might be nice if the damaged godbook had some sort of in game indicator of their effect, prior to restoration
leaving Golrie's storeroom through the north exit in Path of Glouphrie sends you back to a version of the cave where Golrie is locked in the northwest cave, even after completing Roving Elves
On the topic of the damaged god books, the book pages table rolls only if you got 0 uniques in a clue. Fine for main but makes it nearly impossible to get the pages on leagues, not even counting the chance of dupes.
Holy grail
various npcs could do with a visual pass
-
the high priest has patchy skin for example
-
the crone that spawns in during dialog, should get an updated outfit
-
the dialogue with the high priest of Entrana is weirdly obfuscated
"what can you tell me about this place?" results in "Hello. I am in search of the Holy Grail."
The fisher king's realm
- both the area and the npcs inside it. are visually in dire need of an update (except for the black knight titan, they're perfect)
post quest
- you cannot return the holy table napkin to Galahad
they're not perfect
they're beautiful
The Lucien killing the heroes cutscene in WGS is slightly broken (beyond it using an outdated Wilderness map copy). Dialogue boxes towards the beginning of the scene advance automatically when they shouldn't, which makes certain things like Lucien charging his power or pointing impossible to see, since they interrupt eachother.
It also results in the "You are not Surok!" textbox not disappearing from the scene, it's supposed to disappear when you "Click here to continue", but it auto advancing just means it remains on screen until the next dialogue from Hazelmere.
Also even if you don't just one shot it, the mechanic where the Balance Elemental interrupts you with dialogue during the fight seems to be broken
even its death dialogue is gone
Eoc's 'in combat' probably interrupts the dialog, been seeing that in a lot of older quests
doesn't even seem to be that
When Lucien summons the Tormented Demons and teleports the Stone of Jas away, it appears here, for some reason.
FTP3 could use a few improvements:
- The ork animations are a bit crunchy
- The health of the orks in the final boss (enemies and allies) is rather low
- The ally ivory orks take a long time to grow and it isn't clear what to do in that time
- The wand doesn't heal the ivory orks all that much
- The orks can get stuck behind the one ranging
- Not critical exactly, but it feels weird that Chaeldar isn't involved somehow
ROTM's combat has a lot of issues, but the one that pisses me off the most is that when Zemouregal says "Wahisietel was right - all on Lucien!" only General Khazard actually does. This was seemingly broken by the update that removed the "attack" options from the unattackable NPCs.
but it's sad that the climax of the quest doesn't work and hasn't for years.
also this egrigous typo
After While Guthix Sleeps, Xenia appears in Falador Park to mourn the fallen heroes. Except the statues of them got removed with the release of the 120 Max cape, so she's mourning nothing (and awkwardly standing inside a bush).
Could be fixed by moving her to the bridge outside White Knights' Castle, where there are still hero statues.
Also after ||her death in The Heart of Stone|| she should be moved to ||the Haunt on the Hill in Um|| to mourn the fallen heroes there.
The Feud: both sides are murderous thugs and Traitorous Hesham has been pretty openly playing both sides (even the townspeople don't like him), so it seems odd that nobody has killed him yet and it falls to the player.
bringing home the bacon :
- cutscenes don't resize / rescale and are missing imposter squares
- the pig decoy hotspots aren't translucent / opaque
- 'destroy' piglet warning, states i'd release it instead of destroying it
- the pig machine still has an old chicken
- prepped wheat isn't recognized when asking you to get some
- Eli pronounces Ardougne in a silly fashion
pig parade
- the various npcs during the cutscenes use outdated basic clothing, which could be updated
- it'd be nice if there were some local npcs in the crowd, like guards, or city heralds (with the capes)
rewards
- when will we get a butter / fork override, based on what the bacon addicts wield?
- potterington farm could have a pig cave, for pig farming
the godfather did send his lackeys and the orks to take Zanaris
maybe Chaeldar was busy making minced meat out of them
Azzandra is... disappointed
after ||Heart of Stone|| and ||Nomad's Elegy||
doesn't really make sense in that context https://runescape.wiki/w/Transcript:Xenia#In_Falador_Park,_after_While_Guthix_Sleeps
Can we rename Elon the Penguin? If it were up to me I'd call him Nikola, after the OG Tesla. Also fits with the Penguins' Slavic/Eastern Europe angle.
I mean the character named after Jimmy Savile got renamed...
Wasn't even named after Jimmy Savile TMK, just had a vaguely similiar name.