#We want to hear from you! [Visual Look & Feel Declutter]

1 messages · Page 1 of 1 (latest)

craggy nest
#

Hey everyone!

TL;DR:
Game Visuals clutter - We want to know: what helps you read what’s happening around you in RuneScape, and what gets in the way?

Full details:
As we look to the work schedule in the year ahead, there are a fair few things we want to get ahead of and gather your input on already at this stage. One of these is what we are calling the "declutter project", in today's case, specifically the visual look and feel of RuneScape as a game.

Our overall goal is simple:

  • Players should be able to move through RuneScape and also clearly read gameplay information without feeling visually overwhelmed or distracted.

For the purposes of today's topic, it means asking:

  • Where do you struggle to clearly read what’s happening on screen?
  • Are there visuals or effects that feel distracting, excessive, or unnecessary?
  • Are there situations where important information gets lost in visual clutter?
  • Are there effects you love and feel add clarity or impact rather than confusion?
  • Are there spaces or areas in the game where visual effects that are fine elsewhere end up having a negative impact on your experience?

A non-exhaustive list of examples of things we're already aware of and are having a think about:

  • Combat readability (e.g. Hitsplats, visual effects from abilities, items & perks, buff bar, etc.)
  • General readability and flow (e.g. particle overuse or overwhelming or obstructive login or broadcast messages)
  • Oversized NPC followers/pets, headbars, emotes, minions and the like

There's plenty more to think about, but today we're just keen to get your thoughts about what springs to mind when you think of "clutter" within RuneScape.

When will changes be made?
Today's isn't about announcing any specific changes; it's purely about listening and learning.
What we gather here will help inform how we approach decluttering and readability work throughout 2026. This isn’t something that will change overnight, but it is something we expect to keep working away at over time.

One final note: With the holiday season rolling around very imminently, things are a little quieter at Jagex studios over the next couple of weeks. We're going to keep gathering your thoughts right up until early January, but we may only get around to replying or contributing to specific discussions here in the New Year. That's just a little note to point out why we may be a bit quieter in this thread than normal.

That's it for now. Thank you so much for any time you spend helping us with this, and we can't wait to read up on what you have to say.

regal vortex
#

Where do you struggle to clearly read what’s happening on screen?
Personally one of the biggest examples of this is the Sunshine/Death's Swiftness radius - specifically which tiles do (not) benefit from the effect
@wide crystal made a great suggestion on how to improve it, imo:

topaz halo
#

Does combat readability include damage numbers? I've always found the 3-4 digit damage numbers to be a pain to process, it's not so much the hitsplats themselves

tropic nebula
#

Hitsplat in this case is the graphics and text, usually where people see visual clutter from stacks of them or too many at once. (If not hiding others stacks, otherwise this is amplified)

limpid lintel
#

The buffbar is a massive thing

Small icons in a semi-random order, so you need to spend precious seconds to find the correct buff icon, or even more seconds to realise it is gone.

Other games have a "job gauge", and alt1 has a similar tool as a plugin.
This one puts all the relevant buffs on a set spot which is then active or not.
Way easier to know what js and isnt going on

topaz halo
# tropic nebula Hitsplat in this case is the graphics and text, usually where people see visual ...

It's not so much the visual clutter, just that the high damage numbers we have mean nothing to me
I watched a video from 2012 the other day, the damage numbers were only in the hundreds at pre-eoc attack speeds and yet it still felt impossible to meaningfully calculate what was happening. And what we have is an order of magnitude worse with higher numbers and rapid attack speeds
Personally I'd like to just turn off the damage numbers because they don't add anything, but I'd still like to see that I'm actually attacking something

pseudo orbit
#

I know its a tough balance, but there are often a lot of design choices that just negatively impact gameplay, mostly in the case of dive & surge blocking. Vault of Hereditas has some rubble in the big room off the final pylon room that I feel could be tidied up, similarly Anachronia Base camp, the walk ways along the walls are strewn with bricks and rubble that make moving around unpleasant, equally I dont want everything to be bland, is there any way to make some of these props walkable?

compact pasture
#

I think the ability bar is really outdated for modern game standards. Its far too small, cluttered.

for reference, this is more of a modern take on what the abiltiy bar Could* look like

regal vortex
compact pasture
#

I also think that in terms of overall game UI, we're sort of shooting ourselves in the foot a bit by almost giving the players too much accessibility to edit. Customization is great, but giving players the ability to alter EVERYTHING comes at the expense of your game looking like a visual anomaly across social media.

IE how can 1 endgamers game look so vastly different to anothers? This then becomes a marketting nightmar~

Runescape should have a very distinct UI. This should be customizable to an extent, but it should in no way take away from how the game looks

misty meteor
#

+1 on the buff bar. Shouldn't need to use alt1 to customise it and keep the important stuff visible at the front. Same for necro with souls/necrosis stacks

pseudo orbit
#

Kilsa, was it you who made the Necromancy stack plug in that Ryan uses? because that really should be in the game by default

compact pasture
#

no not me

#

nadia made it i think

exotic steeple
#

Ban Wings

Trails on Surge and Escape should be minimised or completely clear if they don't belong to the player (don't want to see other players trails)

Area based graphic updates should be focused on the most visited areas first.

compact pasture
#

in relation to the necromancy stack thing though, all weapons which have unique mechs with stacking etc should have built in UI

@lucid turret was working on this for BOLG:

exotic steeple
pseudo orbit
#

This being the Necromancy stack tracker

#

easily readable at a glance

#

doesnt get hidden in the mess that is the buff bar

#

(Buff Bar needs a dedicated team to fix, holy hell I could go on for hours)

grizzled hill
#

You guys prob already know this, but the health bar on the in game screen. A lot of the time I'm not looking at my ability bar, I'm more focused in whats going on with my character or mechanics. Notably with lots of mobs or other people, it can be very difficult, I'll say even impossible to tell which is my health bar and such.

knotty surge
#

I know this isn't the type of visuals you're thinking of, but can you do something to our avatar animations so that our hands hold tools/weapons properly?

#

When I hold my 2H sword, for example, only my right hand responds to where it is. My left hand is all over the place depending on the outfit.

topaz halo
hybrid pelican
#

Circles that have effect zones that extend 1-2 tiles outside the actual graphic.

Think zamorak's rune of destruction, death swiftness, etc.

chilly oriole
#

-"where do you struggle to clearly read what's happening on the screen"

only place that comes to mind in the Vorkath fight, where's that rework. Way too much random stuff going on

Also I second the Buff Bar rework. It's atrocious

soft gate
#

If you are looking to improve visibility, I would say that removing ability stalling is the most important change to make. It's a skill a normal player can't learn through normal gameplay and would have to go to outside sources to learn it, so it should just be removed.

wide crystal
#

This is valid for death swiftness too

undone burrow
#

For me there is a lot of Shops that either have 0 stock or useless items I feel either some shops need a refresh or rework even removed but I feel there are way too many shops in Rs3. Only a few are useful imo such as feathers/runes/meats but so many are around the map that I just ignore but for sure causes clutter in a lot of locations

dusky ice
#

Saw this on Reddit, but the trees in Lost Grove make seeing what is around you and navigating through it difficult

naive urchin
#

lowering the other combats abilities to a reasonable amount like necromancy will already help a ton. Having half my screen be hotkey bars is annoying.

Overly complicated/complex doesnt equal good

grizzled hill
#

I think there is also just a lack of a proper place for things. For example, we have 4 combat styles. Each of these has their own ability books with melee having 2, and defence and constitution books being additional books. As players go through their journey. They will mostly only use 1 style at a time.

The defence and constitution books will ofc see more use for all style so a lot of prayers just have these out.

What I would like to see is an interface that can switch to specific interfaces or in this case ability book interfaces, depending on the weapon a player is using or doing, or through the press of some button.

For example. The interface will switch to the melee ability book when wielding a melee weapon, If you wield a bow, it will chance to the ranged ability book. Equipped a necro weapon, it switches to the necro ability book, etc.

This can already happen with ability bars through binding, but ofc, there are only so many spots for the ability bar. Having a complete interface that can switch depending on player actions would be very helpful imo, notably in clearing some spaces from the ability.

It could also eliminate the need of having so many things open at once.

wide crystal
#

@compact pasture made a great example iirc on melee abilities that should be on the same page

#

Like clearly this would be way better

pseudo orbit
#

seperating the thresholds and ultimates in the cb books would be so helpful for teching new players

wide crystal
#

💯

#

And only one "book" for strenght and attack abilities

grizzled hill
#

Just combining the str and attack books into one book would help too imo

#

ye

soft gate
grizzled hill
hybrid pelican
#

Conjures/summon visibility tend to prioritise over players, meaning if I want to save a players life with a spell, I can't!

graceful void
#

Since the comments have been mostly themed around Combat, I'm going to try to focus on visual areas.

I know South Falador is planning to be visually updated but some other core areas I think that need to be addressed are the following;

North Ardy/South Seers. This area is clustered with different era content that has a complete lack of coherency in a visual design. Manor Farm to Guthixian Ruins to Temple of Ikov/Armadyl Ruins to Legend Guild to Ranging Guild. This whole area needs a coherent design visual or at least transition since there has been so much layered content from all 3 versions of RuneScape at this point.

I believe it was showcased in MTX/Dailies video but Keldagrim, Trollheim and Everything South of Ardy Monastery needs a visual update. From Port Khazard having outdated ship models to Yanille having a nonfunctional Magic Guild to Feldip Hills still looking like its 2008 even with the few visual changes to the Orge cities being graphically outdated by several years. This area needs just a facelift.

North Draynor having 3 portals to Death/Wars Retreat and Um doesn't fit the visual location. If we are expanding to a new continent, I think it is worthwhile to create a proper area for these portals to be located either on an island or somewhere else where its not just some random portals that you come across while you are running through a crossroad.

Minigame Hub, even though minigames seem to be a taboo topic we need somewhere that a lot of them are at least socially grouped together. I don't propose we move every minigame but I think it would be worthwhile to create a proper hub and I think Ashdale with its current iteration of not being utilized for any core gameplay could act as a Minigame hub. We at least need an area where all the group content minigames can be together in my opinion.

#

The other solution instead of a minigame hub is the idea of a good grouping system. One of the weakest portions of both RuneScape titles is having a proper grouping system for Dungeoneering, Minigames, PvM and more. Final Fantasy and WoW have a much better grouping system that RuneScape just needs to copy in this case. I know generally the Devs try to make it unique but this time we need to just go with the format that the 2 of the other top MMOs utilize. Also this needs to be something in the base client where its very simple and easily clickable, not behind layers of set ups. Needs an extremely simple to understand visual for it.

worthy isle
#

think we really just need a "hide others effects" toggle like most games have. I dont need to see everyones ability effects/conjures/pets etc on my screen in a group setting.

pseudo orbit
#

After the Lumbridge declutter we lost all the lvl 3 men/women npc's from Lumbridge, aside from the upper floors of 3 seperate houses. I would like to see some of them returned to the Lumbridge castle grounds. A Huge part of OldSchool's popularity is the creators being able to do these weird unoffical game modes like Chunkman, and with this OldSchoolification that we've had the idea is clearly to marry the games closer to one another so there is an easier time for Oldschoolers to come across. We actually had Verf, an OldSchool Ultimate Chunkman come to RS3 the weekend before the declutter to start a series starting in Lumbridge, but after the declutter and removal of the lvl 3 npc's he called it quits because the Chunk became needlessly difficult. Had he survived long enough to pop out a couple YouTube Videos showcasing RS3 to his OldSchool audience we could have started to see some interest growing. While it shouldnt be the forefront idea for the declutter, some thought should be shown to the unofficial game mode players

grizzled hill
#

Just getting rid of things that are basically the same too. For example, prayer curses. We have sap and then leech curses. When players get leech curses, will they really use sap curses? Why can't sap curses just become the leech curses? No need to have the extra clutter.

Same thing with all the t95 and t 99 prayers. Tbh, you could make turmoil the only t95 curse. And make it boosts all ur combat stats/styles by 10%, then you can buy the preasul codices to upgrade each style to 12%. Do we really need an extra curse for each style?

Supposedly, there's the difference in prayer drain, but is the increased prayer drain really that necessary?

grizzled hill
lucid turret
grizzled hill
# grizzled hill and this

would certainly help. Like for necromancy you know when you have full soul stacks. It's clearly visually there through the lil circles above player heads and surrounding the character. This is something that is missing for the other styles. I think it helps to also see other peoples bars/stacks whatever. But my stacks and bar, should be distinguishable and stand out above all others

#

It might help if mobs/monster bars looked different too

wide crystal
#

This is all good stuff i would like

#

For resume for any jmod

compact pasture
lucid turret
#

In addition to dedicated ui elements for top priority mechanics (weapon spell and ammo mechanics), the buff bar needs to be overhauled so a player can pin buffs to the top, hide individual buffs, and possibly even have multiple buff bars with their own settings so that one that read buffs quicker based on where they are (as even if one were to pin the buffs they care about, there might still be enough to cause a lag in comprehension)

wide crystal
lucid turret
#

Also very important, there should be a dedicated settings UI for complex stuff like this, as the current settings interface wastes 30%? of the width of your settings window on empty space and giant buttons for other settings

compact pasture
#

i think that ability bar is too big FWIW but stylistically it looks better without so much UI clutter

modern echo
tropic nebula
#

ironically i have seen people get mad how "small" the current adrenaline bar is. or not know how much they have, despite the percentage showing.

modern echo
#

realistically the Adrenaline bar isn't even as necessary for that size; its quiet abnoxious

compact pasture
modern echo
#

but okay; that would be a major issue; you wouldn't want to focus on that in higher pvm anyhow.

wanton mulch
#

Maybe as a scale setting

#

Feels obstrusively big imo

compact pasture
#

I think this is better size

wanton mulch
#

If not on mobile

modern echo
#

I thijnk my major disagreement

lucid turret
#

oh yeah and add small and large sizes for each individual action bar, I understand some ability icons' native resolution is like 60x60 (and icons like tsunami's were seemingly bicubic upscaled from an even smaller resolution) so those would have to be addressed as well

modern echo
#

is seperating Adrenaline + Prayer/Health

#

you've now taken majority of players attention away from middle of screen

compact pasture
#

idk about anyone else

#

but i do not use the healthbar above my player to monitor my hp lol

modern echo
#

Adrenaline is extreemely easy to manage

compact pasture
#

i use the orb in the action bar UI

modern echo
#

same

#

because its easier location

#

you've placed that one next to mini map tho why

compact pasture
#

idk i made these 3 years ago

modern echo
#

oh fair

lucid turret
#

just put them wherever you want

#

dedicated ui elements

modern echo
#

I rarely check my adrenaline bar

#

becausee i roughly know when Ill have it based on consistency of my rotation

#

my main focus is genuinely prayer and mechanics. 😂

#

because jfc prayer likes to disappear

compact pasture
#

i must insist though

I think aside from your main action bars and adren/hp UI, customization shoudl sort of stop there

modern echo
#

even with blessed flask It just ploop gone 😂

compact pasture
#

players dont need to have 3 different ui boxes for abilities, a summoning ui box, inventory, prayers and their friends chat, all on screen at once

#

it makes it really hard to recognize runescape 3 visually

modern echo
#

I think Summoning is useful in niche scenarios

compact pasture
#

Niche* so probably shouldnt exist.

lucid turret
#

i use my summoning interface all the time?

modern echo
#

which is why I've never had an oppodition on how the Health/Adren/Prayer/Summon has worked currently

compact pasture
modern echo
#

I mean the Summoning Points

lucid turret
#

bob

modern echo
#

tbf I just use Medallion and Points ever 💀

#

I haven't needed a BoB since like 2015

#

(for those who don't know the medallion is the little circle on ability bar)

tropic nebula
# compact pasture I think this is better size

Do you have a copy of the border+tabs used in the inventory+combat pane i would be able to use? I would love to use this styling for future concept ideas.

If not, or don't want to share, no worries.

#

I try to make mini-concepts for fun to practice UI creation, so, it was more a curiosity thing

compact pasture
modern echo
#

like realistically; I guess my main thing is the fact i actually prefer the current Ability bar System over your recommeneded @compact pasture just of how I end up using it.

🙁 not trashing your suggestion but its just very notable key points appear to be completely disregarded.

#

another thing is my ability bars are not able to be transparent if thats part of what your getting to; as technically I have my ability bars "off screen"

compact pasture
#

FWIW i dont think my "suggestion" should be followed. I just wanted to reemphasise the point our UI looks like a blocky calculator

#

its not modern at all

#

I have never played it, but i like FF14 ui for their abilities

lucid turret
#

i mean as far as i'm concerned if it's customizable with separated elements you can make it look however you want

modern echo
#

I think the blockiness is primarily due to the snapping of placement more then anything tbh.

tropic nebula
compact pasture
#

ah you may as well copy because they are just all on a single layer

#

i did this 3 years ago i wasnt very smart LOL

tropic nebula
#

ahh okay, i wasn't sure, so i figured ask first, don't assume later. 😛

tacit surge
tropic nebula
#

been thinking of a few theming style concepts IF something were to come about in any API-clients if they allowed theming of UIs, so i try to practice where i can "just incase"

#

like mobile-on-pc, dungeoneering-era modern metals, lego brick, etc. so it just caught my eye thats all

modern echo
#

still wish this became more of a in game feature then outright removing switches 😭

tropic nebula
#

theoretically, the conjure-army ability set some groundwork which could allow similar. but, it's just a matter of viability and such and making sure no other issues arise too.

modern echo
#

oh i understand; and yeah the Conjure Undead Army was definately a step forward. however it just sucks it was for only Necromancy 🤮

#

The Ranged Beta makes me genuinely concerned if I will be continuing PvMing with how simplified it appears they want to go.

tropic nebula
#

minimally a gear-preset functionality may be partially viable, to assist in semi-hybrid scenarios. instead of a sequencer

(one button to swap main+offhand, potentially a book, and ring if set; not triggering abilities/effects)

wanton mulch
grizzled hill
# tacit surge

Wen book effect could def be tunned down. At least maybe make it transparent? It's a big issue when doing wildy events cause tons of ppl are there and then a ton of wen book procs go off. Ofc there also being a difference between yours and others wen book effects.

lucid turret
#

honestly i think if the vast majority of hybridders are only doing it for critbuffs then making a whole system for it, instead of just making them less reliant on crit buffs or making them less of wet noodles when their damage boost is on cooldown, is kinda stupid

compact pasture
modern echo
compact pasture
#

id rather something like this for equipment*

wanton mulch
modern echo
#

even the way you suggested it Kilsa would be great.

wanton mulch
#

Simply using an off-hand & main-hand item to convert them into a 2h item would solve the whole problem

grizzled hill
#

Im be a honest with you, i hate it when the lil tabs slide like that, but that might just be me

wanton mulch
#

Containerize it and you get the classic dragon claws back

modern echo
#

tbf yeah I'd prefer it not to tab out like that but eh if that was the only way I'd deal with it.

modern echo
#

I'd want this specifically for scenarios that do not apply the same offhand in all scenarios.

wanton mulch
#

You can just pull em apart then

#

And rebind em

#

If you don't want them as a pair, keep em seperate

#

Just that simple

modern echo
#

so then it resolves nothing?

#

and just creates another useless Item?

wanton mulch
#

It makes the entire problem non-existent

modern echo
#

rather then cluttering Item ID we could just resolve it via ability for weilding..

wanton mulch
#

By storing 2 weapons in a container item

modern echo
wanton mulch
#

That's just 1 item id

modern echo
#

but for switch players no

#

most lazy players dont even switch in combat

tropic nebula
#

they more mean if they're a shared item pair (e.g. drygor maces or wen shards) you combine them and it will be like a 2h weapon, but act as dual-wielding.

so you click 1 item, to act as both. instead of 1 of each

modern echo
#

again resolving nothing

wanton mulch
#

If you need to juggle multiple combinations of dual wield weapons

#

There are bigger design issues

#

That need fixing

grizzled hill
#

hmmm.. Yknow if would greatly help if we could just keybind things from the ability books and prayer books. This could clear the need for having so many ability bars out

tropic nebula
#

they technically can add functionality for if you click the mainhand, it will wear the offhand, just many don't have this functionality. (dragon claws do this for example)

if you need to mix and match, but wear both at once, a system like how conjure army to set each would be more ideal for future-proofing. (or make it a smart item, like how smithing items use metadata)

wanton mulch
wanton mulch
#

E.g. 2h vs dual

#

Or weapon & shield vs defender or boneshield

grizzled hill
#

I mean what if keybinds changed when you swapped weapons?

lucid turret
#

we used to have two keybinds dedicated to inventory slots, they were removed entirely instead of made a toggle

wanton mulch
#

Would very quickly become obtuse due to how many bindings would be obfuscated

#

It can work, but the amount of overhead would veer off all but the most hardcore pvm players

grizzled hill
#

Like you have "A" for dazing shot in the ranged ability book, but when u switch to dw, "A" changes to needle strike

wanton mulch
#

You'd need to either have contextual binding for specific weapons, or rebind when using weapons that want a different rotation

#

E.g. crit vs bleed setup

grizzled hill
#

I mean you could still keep ability bars

#

but just being to also bind stuff ability/prayer books would help clear stuff

tacit surge
#

I'm surprised there isn't already a toggle for particle effects or their intensity in the settings? Would having the ability to turn them down/off negatively affect any critical gameplay features? Would you still be able to see certain boss mechanics, for example?

grizzled hill
#

Like prayers would be fine to be away from the ability bar, if they could be binded from the prayer book

tropic nebula
#

some things can override them and always display regardless, such as textures and some other elements. but, it's usually an all-or-nothing application.

thus why they wanted to see what could be done about it here. it doesn't have per-location graphcis settings like WoW does for raids for example

soft gate
grizzled hill
#

It be neat if there was a visual buff whenever you had the crit adre boost (like after casting tsunami)

#

Maybe you have things surround you and they flicker to show the effect will wear off in like 5 secs or something

#

same thing with certain special attacks

#

like maybe a light aura when ur under the effects of fsoa and it flickers 5 secs before it wears off or maybe the fsoa itself just glows very brightly while the spec effect is activated

#

maybe when the spec can be cast again your fsoa glows, visually showing you that the spec can be done again

#

the same could happen with ezk or other weapons really

#

Like maybe a visual effect for the flamebound rival effect of ezk

#

small flames under you and your flamebound rival

#

The game just lacks a lot of visuals for buffs and stacks and puts them all in a buff bar that eventually just becomes massive

pseudo orbit
grizzled hill
#

Might also be me, but I think the light form and dark form curses are too much. They could be toned down

hollow eagle
# compact pasture

My number 1 complaint is buff bar readability, I very much like the various community made things that peel information for stacking things and similar OFF the bar and make it a nice little gui, like the aforementioned necromancy job gauges.

as a secondary point, I believe that some combat macroing should be integrated into the game. So many people have been doing it for ages now and Jagex is very explicitly turning a blind eye to it regardless of the explicit rules.

This (replied image) is a wonderful starting point and exactly where I would like to see it begin from a function standpoint, no comment on the UI execution specifically.

mild kiln
#

buff bar readability is one of the main things for me.

I also find I have a hard time seeing my hp/hit splats when there are a lot of other players. Maybe some way to hide some effect or for my stuff to appear visibly on top to make it easier to see what is happening would be nice.

I would also want equipment swap macros. Being able to swap from mage to melee in one keybind would be amazing.

red agate
#

(entity hider) Options in setting for things like
-Other players pets/summons/familiars
-Other peoples abilities/animations/sounds
-Other people
and a cosmetic toggle.

pine torrent
#

Older quests and minigames becoming an overstimulated mess aside - I believe something that should be looked into further is the chat disruptions from in-game bosses; other NPC's on a lesser extent.

When you're tapped into an FC, a CC and Guest CC, private chats and maybe even public chat all at the same time, a boss spamming your public chat can become quite disruptive at times. I understand how immersion binding and mechanic helpful overhead text on a boss can become for some players, but adding a setting in-game to disable the conversation into the chatbox from certain bosses and what they exclaim, would be fantastic - in my opinion.

hexed oxide
#

Necro summons in groups are especially obnoxious and make almost anything difficult to read. This is especially bad when you need to click something in particular like sand pool at yaka, I have high contrast mode bound for exactly this to help but it's kinda ridiculous how bad they clutter combat by themselves. Multiple sunshine and death's swiftness graphics can also be a bit obnoxious but not nearly as bad.

Dark form/light form are especially excessive for skilling. Seren and elidinis spirits can be very hard to find in crowded areas. Pets/familiars are generally fine with a few people around but not in mass skilling locations; bizarrely they're disabled to a small extent in some locations but you can still see them 2 tiles away from the incandescent rift, for example. Shadow drakes, banners of achievement, and other garbage like this are never fine and it's incredibly cringe that the game monetizes the ability to annoy others.

viscid idol
#

My top request is improved interface scaling options; the current options aren't adequate because they make the interface extremely blurry (worse than it being small) and also affect third-party accessibility tools like Alt1. I'm using a 4K monitor so it'd be nice to upscale the interface accordingly.

My preferred size for action bar icons is about 58x58 but I'm currently limited to 38x38. Additionally, it would be nice to use the higher-resolution mobile icons where possible, but if an upscaling algorithm also does the trick, then I don't mind.

My preferred fix for this would be adding player-selectable scaling algorithms in graphics, interface, or accessibility settings. In RuneLite, the GPU plugin has a "UI scaling mode" option with several options. Nearest Neighbour and xBR are the ones Jagex should add.

It works perfectly. I would love to see this option implemented for RuneScape's interface. I like Nearest Neighbour mode because it preserves the intended art style of the interface and simply makes the icons larger without blur. I also see a lot of people use xBR because it smooths out the pixels and gives it a watercolour paint or muddier feel. This is similar to how inventory and bank icons look on RS Mobile; not bad, but not for everyone. Depending on preference, people also like or dislike its effect on the font rendering. The rest of the scaling algorithms are kind of blurry and more comparable to the current stretching RS does.

fathom magnet
#

Make other people's pets invisible -- some are very annoying e.g. flapping wings, too much screen space.

knotty basin
knotty basin
knotty basin
# wide crystal

this is -more- clutter. its organized clutter but a mess in 3 baskets is still a mess but now you have 3 baskets to trip on

amber quail
#

Mind would be for a recent actions log for actions done to the player, and maybe done by the player. As I have trouble counting the auto attacks of bosses and which inputs that I have done for learning my rotations. Something like the image would be cool.

knotty basin
native pulsar
#

Prayer menu should be cleaned up.

There is no need for the extra menu to see the proper effects of prayers. Just update the tooltips to give a proper clear explanations.

wide crystal
#

Damn

#

Well

native pulsar
#

To illustrate what I mean

#

This is what the prayer tells you

#

you have to turn it on

#

click this on the bottom of the prayer interface

#

And then it tell you

#

Why not just have this information in the tooltip itself

#

Why the extra layer

#

Now something thats not just "why do the UI not work"

knotty basin
# wide crystal You like the current one better ?

yeah. its compact and utilitarian, doesnt take up half my screen, and doesnt look cartoony/bubbley which is something i already dislike about the graphical direction rs has taken in recent years. it looks like a playschool playset.

wide crystal
#

Doesnt take half my screen is a bad point ?

knotty basin
# native pulsar

more easily accessed information via ui mouseover would be excellent

knotty basin
native pulsar
#

Should reconsider whether the game need summoning points at all:

  • Most of the time this system doesn't matter. Its only for familiars that last long enough to drain you to zero and you don't have something to restore you up and you carried another pouch.
  • Still ends up taking interface space and even needing a toggle on the action bar to show familiar action points instead which is very untuitive you can even do, more so when familiar action points are much more useful
  • If gone, we can toss out the miniature obelisks around the world, leaving only the big ones. Only thing to change would be how to enter familiarisation.
wide crystal
grizzled hill
knotty basin
#

white boxes are just cutting out chat

grizzled hill
#

It would help if they combine all the combat ability books into 1 interface instead of making them all tabs maybe

knotty basin
#

i think thats coming anyways since they intend to take some of the clunk out of combat as a whole. ranged beta as of now is reduced to 1 ability bar basically.

native pulsar
#

fingers crossed we reduce hitsplat numbers by a factor of 10

#

I know jmods have said they're interested in that

knotty basin
#

back to the old style?

native pulsar
#

yeah

#

well depends on which old style

knotty basin
#

pre eoc

native pulsar
#

we've upped by a factor of 10 twice

#

Think it would help with readability and frankly

#

Its not really a massive distinction between hitting a 7779 and a 7771

knotty basin
#

yeah

native pulsar
#

Could just be 777

wide crystal
knotty basin
wide crystal
#

Any good ui should be sizeable and customizable

knotty basin
frozen isle
#

So, this might not be a popular opinion, but I want the old mansion that used to be where the party room in Falador is back.

grizzled hill
frozen isle
grizzled hill
#

tbf, i suppose every major city should at least have some sort of court room, but it is what it is

frozen isle
#

you're not wrong

knotty basin
#

I have no issues clearly reading whats on screen. There are no visuals or effects that come to mind that are distracting or unnecessary. Important information can get lost if i don't turn chat settings to 'filtered' but obviously i do so.
Theres not much that bothers me about visual effects beyond runescape losing a lot of its visual identity over the years, yeah the visual effects are fine but they havent felt like runescape in a very long time. Example: I miss spells and their efects, ice barrage was unique. simplicity applied to be something cool. less is always more.
The only visual effects i find distracting is the occasional fog, which is for ambiance so i can't complain and feel good about doing so.

I like more information on my screen, please do not remove things that are there, just add toggles for peopel who don't want to see it. Should be simple enough to right click and toggle off. Same goes for cosmetics, let people look how they want but for sure let folks it bugs turn them off like how the wildy and duel arena used to.

pets and summons are definitely massive sometimes, i turn my mammoths to anima wisp to keep from clicking on them accidentally.

the graphical clutter i have issues with: every piece of armor or cosmetic being bulky and unarticulated with endless chunky embelishments. this is not WoW nor is it a pre-k toy. the barrows and gw1 armours are about as bulky as is reasonable and are done so very tastefully.
beyond that complaint, the overall aesthetic of the game has gotten so cartoony and blocky. Half of the game looks like a playschool castle set. gone are the days of simple forms with character, its all the same knobby copy-pasta.

If comparing to other games i'd like to see rs go the aesthetic direction of Guild Wars 1 crossed with osrs and away from the direction of world of warcraft and warhammer.

hollow granite
# native pulsar Why the extra layer

This is a problem I think for way more than just this. I don’t think I even knew there was a separate stat screen showing how my stats actually affected things until a few months in. You’d think there be at least a basic number showing on the equipment screen.

#

RS3 has just a lot of weirdly nested menus and info within stuff.

knotty basin
still shore
#

Older Quests & Minigames not getting the touch up, polish and bug fixes

Faldor got improvements in 2015 and yet gamers grotto hasen't been touched as it falls right outside the doors to gamers grotto.

  • Gamers Grotto (Graphically Outdated)
  • Stealing Creations (Graphically Outdated / Ingame Time Bug Needs Fixed etc It's been neglected.

Client Options/Settings:

  • Would be nice if RTX became a option
queen bronze
#

I know a lot of people have already shared their opinions this was probably already brought up but the particle effects on everyone’s characters are way too much and look dated. This includes a lot of cosmetics and even the effects at the bottom of capes

native pulsar
fast karma
small tiger
#

Hitsplat clutter Considering how high npc/hp are scaled, and how high we can hit now, i think its safe to go back to pre-eoc numbers now that our hits are much higher. 990HP, hit cap at 3K (not 30K) and basic hiting abilties would hit their 200-300 which sounds normal for damage, instead of 3000+. I don't know how this would affect the feel of combat but it would definitely improve the overal looks of fights where theres hitsplats everywhere.

fast karma
#

oh and the constantly changing buff bars - I would like to at least have the option to put stuff at fixed places if I prefer (I definitely do for overloads and such)

native pulsar
#

Now i wonder if we went back, would we manage to circumvent the issue of hitcap being 32k

grizzled hill
#

it looks the same and that can be very confusing. Tbh, there could even be a toggle to turn some of those off for other players too.

fast karma
#

and of course others might use the info to help

#

for example when people are low on health etc

grizzled hill
#

An even bigger problem is ppl and the damn conjures

#

like 1 person using necro, well now theres like an extra 4 ppl things for every person

grizzled hill
#

Like i think it be neat if we got like little green arrows around us to help us count botlg stacks or even just above our heads

viscid idol
#

I'd like an option to use the iconic hitsplat styles of OSRS, as I don't like the modern one or the legacy (EOC numbers) options

steady crescent
#

In crowded combat situations, I find abilities incredibly overwhelming. Think of big AOE moves going off at wildy events to the point of not being able to find the monsters. It would be nice if I could hide other player's big moves. Two in particular that come to mind is that pillar of light move and the fire on the floor move - not sure what they're called as I haven't unlocked them.

native pulsar
#

I'll help you out

#

Scripture of Wen

#

Magma Tempest

knotty basin
#

that visual information is there for you to be able to react to. so you can see and compound upon the efforts of others

viscid idol
#

add an option to make other players' sunshine/death's swiftness (or even other abilities) nearly invisible

#

as sunshine/DS don't buff you, so it's misleading

#

tempting to step in sunshine/DS that aren't your own for zero benefit

#

also an option differentiate hitsplats that aren't your own, like OSRS

steady crescent
#

Cheers Kobra, those are the ones! Seeing the moves can be helpful but it's a lot and feels well overwhelming, and even more so with necromancy and all of the lil summons that come with that. It's very frustrating to missing out on rewards due to low contribution 'cause of being unable to see the monsters to click them in time to get some damage before those area moves just passively delete them. Also have died a few times 'cause of not noticing I'm getting attacked / getting low due to losing where my own HP bar is in the sea of everyone elses.
Less of a problem now with fewer people attending the events but wanted to bring it up anyways as there will be more things like it in future.

A couple thoughts to consider on how to improve things:

  • option to hide summons (pets, summoning familiars, necromancy stuffs)
  • option to hide other players HP bars (could be a few settings - show only mine, show only group members, show everyone)
  • a way to differentiate own from friendly (other players, familiars, ...) from monsters hp bars (could be colour or style)
  • option to hide or reduce effects for self, group, others (could be all or per ability/effect but that might be an overwhelming menu as there's a lot!)
  • option to choose stacking order of stuff (I sometimes see familiars over players over monsters and think I always want to see monsters first)
ruby pilot
#

Is it possible for there to be a toggle for showing other players damage in high number situations like flash events?
Or a toggle to hide other players in non pvp situations or group boss content?
Or am I misunderstanding the purpose of this discussion and it only applies to things caused by NPCS or area clutter?

dusty fossil
# ruby pilot Is it possible for there to be a toggle for showing other players damage in high...

rs3 needs to adopt wows party system and, by default, completely hide other players hp bars if theyre outside of your party. im not sure why i can even see other peoples hp since there are only a handful of ways to heal another player in rs3. also, i realize rs3 doesnt have the same group dynamics that a wow party or raid would with healers and tanks. however, seeing everything in a static, localized space makes it much easier to see who is at what hp when you are in a group.

#

idk enough about rs3 to call out specific spells but anything that looks like whatever this is needs an update

summer tide
knotty basin
willow lintel
#

Please add a shadow to the weight text in the worn equipment screen.

#

Same thing with the coins I'm carrying around.

#

And to total level and combat level in the skills screen.

bold sentinel
#

I think it could be made more clear how many tiles certain bosses occupy, even if it's just stated in the bosses page in the bosses tab somewhere itself, mainly for the purposes of SGB.

So for example stuff like ED2 dragon bosses it's very obvious, but Amascut or Amby it seems hard to tell exactly how many tiles they occupy

#

ed2 black Stone Dragon hands phase adds are also a good example I think

dusty fossil
frosty crown
#

Not sure how much this has been mentioned but I wanted to say one of the main pain points for me in combat is the size/quantity of damage numbers when hitting a boss. It's nice to see big numbers but at this point you're basically looking at a wall of scrolling numbers instead of the actual boss. There's no reason for hitsplats to be 6 digits long and cover the entire boss character. The font should be shrunk and/or otherwise cleaned up

knotty basin
knotty basin
dusty fossil
bold sentinel
#

vorkath HM is particularly rough to learn if both your party members are Necro users since all the adds blend in with the conjures and sometimes hide under Vorkath but I'm sure vork has been discussed ad nauseum already

For Nex if you phase glacies at a very very specific time her Zaros dialogue can overwrite her prison dialogue or cut it short. It's easy to catch if you already know how to track her auto/mechanic cycles but I've seen it confuse people I'm trying to teach the fight

Similar to dswift/sunshine radii not always being clear, the black hole/white hole in Astellarn has a similar issue

#

trying to pick apart Seren spirits or Brooch spirits on w84 feels impossible sometimes

#

in Elemental Workshop 3, you can't see the two back center tiles behind the main center tile pillar. You can still run around to get the full POV but iirc the goal of the QOL update the quest received was meant to avoid having to run around. I think just a toggle on the puzzle interface to hide or make the center pillar translucent would fix that

soft nymph
waxen garden
#

Please make other people's hitsplats smaller and offset from mine.

If no one else is attacking the target apply that rule to conjures (maybe bleeds too?)

bold sentinel
#

-Might be my own graphics settings but the aoe zones you're encouraged to stand in while cutting eternal magics are faint and hard to see for me

summer tide
#

something I find myself struggling to determine during gameplay, even all these years later, is line-of-sight

#

any time there are corners and walls involved there are always times, here and there, where I think I can attack an enemy but I can't, or vice versa

#

not sure if there's a good answer for this, though. I guess some kind of indicator, but that adds more visual clutter...

bold sentinel
#

Flasks and visuals could use a bit more to distinguish how many doses are remaining. One of those is a (5) and one of those is a (6), they both look almost identical and they both look like they're half empty because the top half and slightly into the base stays unfilled even at (6)

#

whereas with vials, it's very clear which ones have how many doses left

#

here's a (4) and a (3) by comparison, it's easy to tell which is which, and it's easy to tell that that (4) is full

potent hull
#

in the Araxxi/Araxxor boss fight, the popup about the spiders topping up its health is distracting/right in the middle of the screen. i’ve died to the poison bomb spider multiple times because it was below that tooltip. this is extra annoying with Necro where conjures can basically trigger that message constantly.

the poison bomb spider attack is also fairly hard to see and differentiate on the ground- adding more visual cues that it’s happening, and where it’s landed, would make it significantly less painful. dying randomly because you couldn’t see something happen shouldn’t happen in bosses IMO

native spade
#

better buff bar let me pick the things i want to see and move as much to ingame ui elements please. Right now buff bar is so overwhelming
Filters that are there now are very confusing and limiting as i would like to pick which icon i would like to see and which i would not

Also when under the effect of a defensive ability it would be nice to see it active on my character and not a buff until it runs out.
i.e. reso a kind of shield around the player the disappears when it activates

jovial night
jovial night
# compact pasture

This falls apart as soon as you have players playing on 1/2, 1/3 or 1/4 width screen. I also struggle with the fact that there is no background on the bars the clarity on the key bindings is a huge win for me but then we have 1/3 of the height of the screen being taken up by bars and thats a huge no again so idk how I feel about this overall.

jovial night
jovial night
#

I think all the trees need to be updated to the new ones that can be seen at the fort. that alone would massively increase the visuals of the game in general.

#

The grand exchange is clunky and hard to use, some clarity on the most recent sales and/or the ability to see minimum buyout prices without having to repeatedly raise my offer above or lower it below what the GE suggests would massively improve the experience of trade.

#

This list is hugely overwhelming and could probably be built into the chatbox itself with the ability to add or remove tabs right? You could have a managable starting point while still giving the power users the ability to fully customize which chat windows show what.

#

This being a button as well as a bunch of overlay window buttons in and of itself is hard to parse.

lucid turret
#

i do believe you can drag the tabs of the main chatbox out

jovial night
#

Knowing which tabs are on which of these buttons/windows is also hard to figure out especially if you're just presented with the full ribbon bar at the start and no additional info about what to use them for.

lucid turret
#

im pretty sure ive done that before

jovial night
#

why is there a box to drag abilities to when its all in the tooltip

#

further exassorbated on the prayer tab

#

This space could be used to show ability previews for example

tropic nebula
#

The 3d panel was going to be used for previewing their animations i assume, but was not delved further

jovial night
#

That's fair but this is also the exact kind of feedback they're looking for so whilst I see your point I don't agree with its relevance

tropic nebula
#

I more wanted to showcase why, its definitely ready to yeet dw

#

At least for modern usage it's redundant

jovial night
#

Oh right well that's 100% fair and by relevance I meant the feature not your comment

#

bad wording on my behalf

tropic nebula
#

No worries, i did forget what channel i was in at the time 😂

native pulsar
jovial night
#

As for the ability bar, the arrows on the 4 at the top left and that number could probably instead be used to determine the revolution size, the settings cog could probably replace the 4 and the bar number could go where the cog is. its very inconsistent with the other 4 additional bars which also have cogs on them? realistically speaking I have 5 ways to access the combat settings with the current setup.

#

Paid metrics have no business being this complicated to gain access to. Why do I need to go to the website to view this data? Not to mention clicking the image below doesn't actually open a browser window or anything, at least on the steam client.

#

same thing with the graphs tab

native pulsar
#

My take is that the chatbox should largely be inspired by the old one, but that you should be able to drag out the game/private/clan etc boxes to have seperate tabs if you wish

#

There are a few extra features that rs3 has on its chatbox that would need to take up space so it wont necessarily be as simple as the old

jovial night
#

Agreed again

#

I didnt see anything like menu entry swapping being bought up so I suggest that this is also part of the visual look and feel but not necessarily declutter.

#

I'd like to point out that while some quests have in depth overlays on the minimap that help guide you on them a large portion of these dont and thats a massive inconsistency.

#

same with voice acting (yes I know thats not visual)

#

Game world feel

  • Areas surrounding falador, eg guild south and the path up to goblin village/invention guild area break immersion constantly.
  • Someone already mentioned the areas around Ardougne.
  • In and around port Phasmatys, Ectofuntus
#

The in game map is massively lacking in quality compared to this example of what Runeapps.org hosts

#

Note that the in game one on the left the swamp has trees haphazardly placed all over the place and none of the icons match whats in the game/lacking a bunch of them outside of the water.

#

The map overall is really lacking

lucid turret
#

i believe it's a tech dev unfinished business thing

#

like way back when they first pushed NIS and the new minimap, they were supposed to render out a world map with the new system

jovial night
#

Yeah I think I remember that

lucid turret
#

then that just never happened, along with a whole host of things that were attached to NIS

jovial night
#

what better time to remind them right?

lucid turret
#

that said, the wiki map project started finally using it like a couple months ago and it's been really beautiful

#

I've been wanting it for years

jovial night
#

Yep, I set it up for my site too so the tech is definitely there, its literally already built into the cache lol

#

Here's a perfect example of the tree problem

#

This physically hurts me

#

And I am legally blind

#

comparison of the accessibility between these

#

bunch of random dead tree models thrown in with all the old trees

grizzled hill
jovial night
# grizzled hill more moving trees would be nice

Those are nice but that also just outlines another issue, thats a third type of tree in the game, for even less consistency. Maybe they could add some swey to the more recent trees we see at the fort too?

grizzled hill
#

technically 4 types of trees if you count the ones from the lost grove. Those trees are H U G E E E

jovial night
#

Regular trees?

grizzled hill
#

prob the best looking trees in the game tho

#
RuneScape Wiki

The Lost Grove is an island west of Tirannwn, home to high-level slayer monsters and tree spirits. The Wisps of the Grove Distraction and Diversion is located here, and can be started by talking to Teelee.
The Grove contains an unknown power, which Guthix assigned to the anima-being Solak to protect the grove from those that would seek its power...

jovial night
#

Oh yeah, there are a couple of those in the forts grove too, I just want one unified art style across the game so having 3-4 different art styles for them all is very breaking for me lol

grizzled hill
#

Yeah, really wish the trees looked more in line with the lost grove ones

#

tbh, i think the new trees they're using, the fort ones look the worst. They look like puffy clay lorax trees

jovial night
#

I am personally a fan of the more full ones like these but I could be satisfied with the lost grove ones if the whole game was like that

jovial night
#

I do feel like they fit the rest of the games art a lot better but thats just me

#

my problem with your preferred style is this

#

there's no volume

#

that said I am now realizing the same is true of my preferred type

#

its just less obvious packed like this

#

I do also like that they're relatively consistent with and without textures

#

If the whole game was at this standard it would be insanely pretty

#

That said having textures on only exassorbates the issue even more

grizzled hill
jovial night
#

Idk man that doesn't feel like runescape to me

grizzled hill
#

I mean they've been longer in the game than the newer ones

#

they're prob too big tho

#

they could re-scale them. I think they look like more updated versions than the og trees

jovial night
#

I love that these move like you said but the leaves being this way just feels messy

grizzled hill
#

tbh i like those leaves

#

those are my 2nd faves

#

i liek that i can see the branches and stuff

jovial night
#

I mean the more modern art is across more of the game

grizzled hill
#

idk, those just look liek dr seuss trees to me

#

too puffy

jovial night
grizzled hill
#

but thats just me

#

those look liek clay, idk

jovial night
#

looking here at these they really are way too big

grizzled hill
#

yeah those too big

jovial night
#

That said they do scale well

grizzled hill
#

but ig thats whats happening now

jovial night
lucid turret
#

i like those trees though

jovial night
#

is it easier to make the rest of the game match this style or is it easier to make the trees match the rest of the game?

jovial night
grizzled hill
#

idk, tbh

jovial night
grizzled hill
#

they can change the trees all at once tho

#

so it is possible to change them, as they've done it before

jovial night
#

thats exactly why I advocate for the new ones at the fort

jovial night
# jovial night

Agian though I agree with you that these ones do look nice for the record.

#

even if this bothers me a lot

#

this too

grizzled hill
#

you dont liek seeing the leafs?

jovial night
#

My problemn with that isn't the leaves its the broken texture borders

#

and various clipping issues

#

conmsider the composition of the art styles in this image though

#

if you don't think the clay trees match the rest of the game better I have nothing further to say haha

grizzled hill
#

idk

#

i dont liek things looking liek clay, it just looks odd. It's a sentiment i've seen a lot too

jovial night
#

that said when it comes to lumbridge I am just striaght up wrong

grizzled hill
#

tbh i like those bright colors

jovial night
jovial night
#

so the issue goes deeper than I first thought

grizzled hill
#

idk, ig they could poll it, but tbh, from what ive seen i think it's the other way around and most dont like the clay look

jovial night
#

Interesting, would love to see the results of a poll and have it proven haha

grizzled hill
#

i see ppl on reddit point it out all the time and those comments get lots of upvotes

#

but idk, tbh, i dont really care that much how the trees look

#

as long as they look good enough

#

but if u want my preference it's something liek those in the lost grove, but smaller i suppose, but das just me

jovial night
#

Well I think my preference is clear, but honestly I just want consistency so if yours wins out I would still be happy.

frank flume
#

Vorkath fight, buff bar random order and too small

bold sentinel
#

certain things have some weird behaviors in high contrast mode. Off the top of my head, in the artisans workshop, the pipes don't start highlighted, however when they break and need you to repair them, they highlight, but once you repair them they continue to stay lit until you teleport/lobby/hop/etc... If you're there for an extended period of time it eventually becomes difficult to see the broken pipes in high contrast mode because they'll just all be highlighted and the steam coming out is difficult to see due to the screen being greyed out. I don't really know how stuff like this would even be dealt with other than taking it on a case by case basis as it comes up

radiant mantle
#

No close interfaces when we are attacked counts for this thread?

hybrid pelican
#

The arrows for elite scan clues tend to really blend in and can be hard to track sometimes.

#

A more unnatural colour would be nice.

bold sentinel
#

urns interrupting both the gathering animation and the gathering sound effects, sometimes I tab back in because I hear my character stop and think I dced or something bc the resource is still there and my character isn't doing anything until a few seconds later when I actually hear the noise and see the urn fly up

jovial night
lucid turret
#

yeah please for the love of god let the occassional noob somehow idle in combat while covering their screen with the settings window or whatever bizarre scenario that was made to prevent, just spam red messages in chat or something instead

#

or i guess add a few exceptions

#
  • clear all bleeds from a player when they teleport
bold sentinel
#

this is incredibly specific and niche but in one of the dungeoneering sagas if you have your camera panned from the wall so you only see black or have it in another weird angle some of the dialogue sequences or cutscenes won't recenter your camera so you have to sit through looking entirely at a wall and miss out on whatever is happening at that moment until you regain control again

#

I forget which saga specifically but it was one of the ones required for the quest while going with the choices to 100% it

#

I happen to have a screenshot actually

#

also it'd be nice if the compass had an option for face east/west but I'm not sure if that's outside the scope of this discussion or not

#

interface related but I really wish for legacy UI but with more than 2 hotbars

little gale
#

Something thats been bothering me ever since the heists released is Light Form's incredibly bright glow around the character. Its worse now in the first heist since I'm often diving and surging with it active makes it flash even more.
Truthfully I would hope the visual effect and maybe even the audio effect could be removed/hidden.

haughty glacier
#

Vorkath is the only thing that comes to mind right now
between all the mobs I sometimes have trouble telling where Zemouregal or the shielder are, especially in group encounters

summer tide
#

Incite fear's ice effect is obnoxious as hell

#

The sound is loud too

regal vortex
#

Another example of visual (un)clarity came to mind: it can be very difficult at times to read the numbers displayed on the charos clue carrier
especially for elite caskets, where both the number & casket are gold-coloured
Pinging in @sleek nexus from CC cause idk if this has been mentioned in the past

sleek nexus
#

It's not something ive seen come up frequently but it is a good point

pseudo orbit
#

@compact pasture gratz btw

compact pasture
pseudo orbit
compact pasture
#

oh cheers

knotty basin
knotty basin
jovial night
knotty basin
#

its a pull down menu; a standard of every app, website, and game since like 1996 lol.

jovial night
#

This isn't a website its a game.

knotty basin
#

as i said, every APP, website and GAME

jovial night
#

Yeah hard disagree on that last point

knotty basin
#

also 'learn what everything does' as if you can't just mouse over

jovial night
#

Not everyone is a power user like you and I. I know how easy it is. I am not arguing that its doable. I am stating that its overwhelming for most new players and that there is such a thing as too much as far as easy to access goes.

knotty basin
#

and you say 'learn what everything does' as if you can't just mouse over it

bold sentinel
thin portal
#

Perfect example of how confusing the chat tabs and communication overall is for new players/returning after years

jovial night
#

Yuuuuup

bold sentinel
#

it'd be nice if you could manually order the favorite/block list for slayer, not a big deal though

bold sentinel
#

familiar health not updating until you enter combat again when you've been sitting on a prism, it'd be nice if the prism still updated your familiars HP as it heals. I'm using a hellhound for reference, haven't tested if that still hapepns with other familiars

bleak burrow
#

In combat I feel like ability buffs or stacks should be at one end of the buff bar and timed items such as potions and incantations should be at the other end with a gap between. I loose track of my potion timers because they always move around.

limpid lintel
#

We would need an entire buff bar rework, in the vein of the multiple "job guage" alt1 plugins.

Where each buff has a set spot and os present or not, and no other one takes its place.

So my bar would be <overload>,<blank>,<poison potion>, ..
Where the blank spot is where my zerker ultimate (zerk, ds, sun, ld) goes

sick plume
#

I noticed that the Portable Snowfall Aura sometimes "tricks" members of my group at Croesus into thinking the fungal core has white spores. It caused me to wonder if the Catalyst Aura could “trick” someone into thinking the spores were red, then “where else might cosmetic particle effects lead to costly misreads?”

Proposal: precaution of producing player particles where parsing particles is paramount to playability.

Translation: We already have areas where followers aren’t shown to other players for visual clarity. It may be worth considering a similar assessment for auras in PvM.

native spade
#

Allow us to add augmented items to toolbelt, now it is always a hassle to get the correct item out of the bank, same for skilling outfits maybe make a omni skillingoutfit that could function as 1 size fit all or make the abilitys of outfit passive.

wanton mulch
#

very much not what this thread is for

#

they've also repeated said that they don't want to make an omni skilling outfit

haughty glacier
frank flume
#

Would like for the world map to be in a window so I can continue playing the game while looking at the world map

hybrid pelican
#

Being able to see my current arch relics without having to check my cape or the monolith would be really cool.

limpid lintel
#

Hell, somewhere to see all your active passive buffs.
We got a fair lot of them nowadays between relics, enchantments, bladiebla

native spade
#

Please fix fishing karbwans it is horrible while it would be a very good food source for irons and mains alike, lower level then blubbers and also better for short fights

bold sentinel
#

The War room in Burthorpe with the two safes on top, I think it's way too easy for someone to accidentally miss the ladder to go up to the safes or otherwise just wander into what me and my friends called "the spoiler room" because you can just walk in and meet a whole host of NPCs you really shouldn't be able to talk to or meet yet.

Likewise, ||Ali the Wise|| shouldn't just be out in the open near the ||archaeology guild|| with the examine text ||"A Mahjarrat in disguise"||

Like it was super obvious in retrospect and most people will probably figure it out without stumbling into that but you're able to see that way, way before the intended reveal time

bronze rain
#

I think most players, as they get deeper into PvM, end up setting up two or three extra action bars purely to hold keybinds. The result is a lot of unnecessary UI clutter and wasted screen real estate.

I’d really like to see some changes that reduce the need for this altogether.

One solution would be to allow certain abilities to be set as global keybinds. Keybinds that stay consistent regardless of combat style or active action bar. These would primarily cover prayers, movement abilities, and defensives. If these were configurable through the settings or their respective menus, there’d be far less need to keep dedicated “support” action bars permanently visible.

Another improvement would be better filtering and organization. For example, I don’t think I’ve used a Leech or Sap prayer for anything meaningful in over a decade, they’re effectively just visual clutter at this point. Giving players the ability to hide or filter these out would go a long way.

Similarly, spellbooks could use a reorganization. Ordering spells strictly by level isn’t very helpful after a certain stage of progression. Grouping relevant or commonly used spells together would be far more practical than the cluttered layout we have now. So having a filter like that would be helpful.

sinful ice
#

The only clutter coming to mind that has interfered with my gameplay are the massive trees players turn into with different rings. If multiple people transform into trees, basically the whole screen gets cluttered.

hybrid pelican
#

I'd like to be able to better filter spells in the books, I just want to see my combat spells and teleports, not interested in skilling or magic abilities, if I try to isolate the two tabs thinking I'd save space, I get some awfully bloated interface tabbing occurring

amber vessel
#

I'm a little late but everything relating to the ability bar is so confusing to the point where I literally don't touch it.

I focus on Skilling now because there's too much going on. I know EOC has been criticized to death but it's still a massive headache.

I know it's not entirely in scope for this conversation but I'd be happy managing like, four abilities + consumables. Weapon-specific ultimates would be cool and a great way to give direction for builds.

jovial night
#

It would be nice if the bank was made more user friendly, EG the ability to make new lines within tabs, yes I know this is essentially what tabs do on the main page but I would like seperators for the tabs themselves too and I think they would be beneficial for bank sorting in general.

Filtering with bank searches should be a lot better too, EG searching sword should bring up all the swords I have. Herb, herbs ect ect basically tags for items

bold sentinel
#

Spirit cape doesn't show as having been purchased from the dungeoneering shop like many other unlocks from there do

wanton mulch
#

that's because it's an actual item you can purchase multiple times

bold sentinel
#

it's still tied to a permanent unlock on first purchase and it's easy to forget it even existed when you're looking through the shop

#

"You already own this unlock, would you like to purchase another" wouldn't hurt, or some indication you've already bought one

soft gate
#

I guess a chat option wouldn't hurt though

raven matrix
#

i haven't read everything in this channel, but most feedback i've skimmed seems related to various UI elements (e.g. action bars) and design consistency.

something that really needs to be addressed are areas in which a massive amount of players congregate. take, for example:

  • w84 fort
  • w79 incandecsent wisp colony
  • w70 artisan's workshop

... and so on.

when in these areas:

  • good luck finding your random event spawns (e.g. blessing of the gods or seren/elidinis spirits)
  • performance takes a dive on older hardware
  • lots of visual clipping and inconsistent hiding/showing of visual elements
  • good luck finding that one player in the right-click context menu
  • player titles make chat hard to follow, and the right-click context menu impossible to navigate
  • player pets become a problem due to scale, appearance, and sounds
  • mobile clickbox inconsistency and inaccuracy makes these a thousand times worse

some ways in which i think the issue could be alleviated include:

  • allow users to completely hide other players' titles, effects, and pets. seriously - why on earth do these need to be forced on players? i never interact with other user's pets, and i don't ever refer to others by their chosen title. all they do for a player like me is serve as visual noise.
  • allow users to hide things like the challenge gem
  • bring the "minimenu" customization and improvements that OSRS has seen to rs3
heady minnow
#

the solomon's shop next to varrock should be removed it has not been updated in 10 years or something

pseudo orbit
#

I would love a Passives sub tab on the equipment tab showing all the Passive charachter Buffs you've unlocked and can still unlock in grey; Onyx core's, Zamarokian Undercity passives, Spirit Cape, Pontifex ring upgrades, passives from Quests like the Desert Pantheon Statues etc. Could also show active Relics so dont have to check with Arch cape

steady crescent
#

Not sure if it's been mentioned, but I have trouble seeing items in my inventory if they have very dark icons especially when playing during the day when battling with screen glare.
Using the dark blue modern interface setup, have standard-sized interfaces (haven't made 'em bigger altho' that might relieve the problem)

I wonder if something can be done to improve that that's not re-doing all the icons / adding more noise, such as an option to add a subtle border around them (thinking a 25-50% opaque mid-tone colour is my first thought, but could just be light if the light theme doesn't have the same issue). I believe there's a white border when clicking an item to use so presumably the tech to do it already exists in the game in some form and could be recycled.

knotty basin
steady crescent
#

Yeah I have tried that and it's fine, but in general, I like the darker colours better - just wanted to mention since it fits the call for feedback. ^^

summer tide
#

Enemies visually being in the wrong location because their flinch/attack animations freeze their model in place is the WORST.

An extremely obvious example of this is moss golems, but it's present on some degree for almost all enemies. An enemy should appear where it actually is.

shut swift
#

On Mobile, I can’t always see my necro stacks. They get pushed off in favour of less important buffs and debuffs.

karmic pecan
#

I miss the old layout of Catherby. Stove was closer to fishing spots.

ember sundial
#

Buff UI

The buff UI is an absolute disaster. When you have like 15 buffs active (as one is required to have these days), it's really hard to tell if a specific one has expired. It also cuts off on mobile, so you can't even see what all buffs are active.

Buff total

Somewhat related, there's no way to easily tell what your total buff is from everything (some is shown in the skill menu as a lvl+n/lvl, some is shown in equipment menu, some in equipment tooltips, some are an invisible buff, some is shown in the tooltips of active buffs and/or prayers, etc). There's an overwhelming number of things you can do to buff oneself, and you'd have to make a spreadsheet to figure out how all the buffs interact with each other and what your actual total effective buff for a given stat is.

Summoning right click menu

The right click menu for the summoning icon doesn't really track well with the options that are actually available. Why is there an option to "summon pet" when you already have one out? Why is there an option to restore points even if you haven't unlocked this option or you've already used it up or your points are already full? At least could grey this one out. There's an option to cast familiar special ability even for familiars/pets that don't have one.

#

Chat options

This menu in the chat can be "collapsed", but it doesn't actually help you reclaim any of the space. It just goes blank. It adds unnecessary noise to the UI

#

UI tabs

The tabs for the game UI work in a really unexpected way. If you use keybinds or the ribbon to open/close menus, they get out of order and get impossible to keep track of. Also the tabs are very wide and quickly result in you having to scroll them to access them, which is ugly and more importantly difficult to use compared to the legacy UI. Many people seem to try to get around this by simply having every menu open at once (and as a result everyone's UI is really chaotic). Or as I've resorted to doing, using the ribbon exclusively (as it won't get out of order and doesn't require scrolling and then trying to hide the tabs altogether by adding other UI elements on top (circled in red), because they are useless in their current state and are only visual noise. Also how the tabs currently work, prevents you from temporarily closing a panel altogether without removing the tabs like you can in legacy, which is nice when you just want to enjoy the scenery when questing or such.

#

Scripture of Wen's special ability will at worst cover almost your entire screen in blinding white

austere lagoon
#

i agreee the buff UI needs a complete overhaul

#

i think the best one i can think of is the entire wilderness, lots of mobs just randomly dumped in places, overlapping with others, no real thought seems to have gone into where they are and the effect on gameplay.

e.g. teleporting to lv 44 obelisk and you get tagged immediately by a glacor and/or a dragon, so you cant really efficiently use those areas to attack those individually.

I understand that this is meant to reflect the wilderness being a dangerous place but i think its possible to do that and still have some logical placement of them

the wilderness in general to me is the epitome of cluttered look & feel

hybrid pelican
#

We need a combat log, combat readability suffers for not having this.

compact pasture
#

I posted this in another channel but im going to post this here since Its happened yet again in todays update

#

Please for the love of god, stop changing the community ribbon icon every update

#

it is not good for new players

#

if you want to push that there is an interesting event going on, do it in a way that doesnt fundamentally change the core UI of the game

hybrid pelican
#

I shouldn't need to have 2 items on the floor to open looting inventory

compact pasture
#

try this

hybrid pelican
#

That's why I wouldn't know I click on the cog next to looting items and it opens buy runemetrics now!

hybrid pelican
# compact pasture try this

So that half works, but then when I go to click on an item on the floor, it opens the loot inventory, which I don't want.

#

I want to be able to click this button, and open the looting inventory regardless of my settings.

#

As that's what it's there for...

mild otter
#

Probably has been said: but i think chronicle fragments from other players can be hidden as an iron man

#

Thought of this during leagues, reminded now getting the cape

random summit
#

Thanks everyone for the comments here, we're going through atm and collating everything in this thread

grizzled hill
native pulsar
#

There's also the big reddit thread. Going to be a while to sort through I bet

random summit
native pulsar
#

My guess would be when there is multiple health bars on the screen, you can have them overlap at certain camera angles

#

and its hard to tell which is which?

#

The one thats above the head

#

Find me the players health bar type screenshot

#

(random pic I found but I think it probably illustrate what they meant)

grizzled hill
grizzled hill
# native pulsar

Like so, if you were to ask me what's this players health bar. I could not tell

grizzled hill
#

Personally I would like for there to be a difference between my health bar, npcs health bars, other players health bars, and perhaps even a difference between the health bars of players in my group and those of other players.

All of this along with toggles would be awesome.

#

At first the most obvious answer is, i just want to see my health bar, but i understand the need to also check on other players health bars and npcs

limpid lintel
#

Background colors would be the easiest way i think.

We can already assign different colors to other players' hitsplats and make them less 'filled' (i forgot the actual term).
Applying that same logic to overhead bars would go a long way

#

I have given up a long time ago and made an alt1 alert for when my health drops under half (same with prayer under 25%), since then at least i get warninga

hybrid pelican
#

Scaling up the interface for 1440p/2k monitors makes it look a bit blurry which can be a bit headache inducing.

native pulsar
#

150% and 200% don't seem blurry

#

but 120% is

#

scaling on text just don't seem to work well at certain percentage increases

hybrid pelican
#

135% has a notable blur to it too.

dusk halo
#
  1. The ability to hide other kinds of hitsplats like healing received by other players (ex. from ice asylum) could be nice.
  2. I would prefer if the VFX from Soulsplit were removed (they are outdated and unnecessary) (also, as a side note, it would be good to put a limit on Soulsplit's range so that you don't keep healing after teleing out of a place, which can be annoying since it will close interfaces like your bank).
smoky quiver
# native pulsar

Imo disabling necro soul gauge bars above other player's heads should be a toggle (and one that's enabled by default)

bold sentinel
#

I think astellarns arena could use some more well-defined floor patterns to distinguish quadrants/cardinals better. In my head as someone who's done the fight before the fight intuitively makes sense but it's been a bit of a nightmare trying to explain things when teaching people new to the dungeon and I usually have to bust out some choppy MS paint diagrams or something

heady minnow
#

in the water sometimes the water will be squared off and different colors like off the coast of Everlight the water colors are mismatched

crimson ginkgo
#

a big one for me as someone who recently tried to play with somebody new to the game is nameplates above friends, the newbie i was showing the game is very average in terms of gaming skills and they had a very difficult time finding me and following me, this is especially the case when more things are happening on screen

runelite has this feature already for reference, see attached picture, very much want to see this come to rs3

#

on a very related note to that new player experience, but not really a visual thing, following other players DESPERATELY needs smart pathing (like the minotaurs in the osrs colosseum has), aside from having a difficult time finding me in the first place, whenever they were following me, they would get stuck on scenery all the time and it made actually using the follow option almost completely useless, unless you as the one being followed is meticulous about your followee not getting stuck, and that's an equally awful experience

compact pasture
#

A bit of a suggestion here to improve the weapon/armor UI to provide much better clarity regarding item power relative to whatever item you're currently wielding

#

This is current weapon UI when equpping a weapon that is a lower tier than what you already have equipped

#

And the Proposal

#

Red being displayed when the hovered items stats are lower than what you're currently equipping, showing the difference in the accuracy and damage stats

#

Green being displayed when the hovered items stats are higher than what you're currently equipping, showing the difference in the accracy and damage stat

#

Yellow being displayed when the items stats are equal or hovering the item you have equipped. Shows the base stats for the item

#

Also removed the useless clutter in Attack Speed and Range, because fundamentally these are not things that are unimportant to most players

  • Attack speed wont matter after the combat button update as auto attacks are systematically being removed from the game, so this doesnt need to stay
  • Attack range, whilst useful to know, is not an important enough combat stat to warrant bloating the items tooltip. It's never been a reason as to why players purchase weapons. And fundamentally, most players manage to determine the range of a weapon purely via gameplay
#

Also renamed Tier to Level so that it symbolizes the actual requirement to wield rather than the Tier of the weapon

#

because naming everything tier is stupid

wanton mulch
#

currently equal values for acc / dmg are displayed as the default 'white' color.
personally i'd prefer the current absolute values over relative ones, compared to current equipment.
but that can be solved by doing [absolute value](+ / - difference)

#

I think replacing part of the tooltip words with icons might open up a fair bit of space to reduce clutter.
accuracy, damage, tier / requirement and combat type are easy enough to make / find a symbol for

graceful void
#

So I know that Draynor is indicated as finished but I really don't like that Um, Deaths Office and Wars Retreat are on some random crossroad. Have it be somewhere we can discover or find in a unique place. Where its an underground area in Draynor Manor or a new Island that thematically fits in the area.

wanton mulch
#

War's retreat could be accessed through an altar at the hill giants in edgeville dungeon

#

alternatively, war's retreat access could be placed at the grand exchange

#

or just automatically be unlocked on the spellbook

#

with a delay untill you unlock 'fast-teleport'

grizzled hill
#

Tbf, they could even be fairy ring options and technically be located in other "realms" but ig that get in the way of accessibility. Someone could teleport players to those places too

#

I'm surprised the warriors guild isn't tied to wars retreat in some way now that i think abour it

wanton mulch
#

portal to it could be in front of that yea

grizzled hill
#

Tbf, it might even be better if Ghommal and later Gnonock could just teleport players there

#

Like things dont have to be accessed via portals only. Npcs could teleport players to locations too

#

Even some priest could teleport us to deaths office/ city of um

#

Likes there's no portal to go to the rune essence mines. Ppl just tele us there. That might be a better solution tbh

native pulsar
#

Honestly I'd be tempted to make the access point to those things touching the various guthixian stone pillars north of Falador, since they're on my mind now

#

Instead of having them just being 4 rocks they could be pillars carved for each horseman

wanton mulch
#

aren't they implied to be ||'grave markers' for the folks that were transformed into the balance elemental?||

native pulsar
#

I want to say to whichever jmod re-introduced this

#

Thank you. Its way better.

#

It is too bright for the rest of UI, and should be darkened.

#

but otherwise? I love it

soft badger
#

so legacy theme is mandatory now? I don't really mind, I'll get used to it, just like I got used to the modern theme. It would ahve been nice for this to have been mentioned in the roadmaps we've seen sicne the announcement of pay-to-win removal that braught me back to the game

lucid cliff
#

I am finding the new UI to be very difficult too read and am finding the color scheme is leading to headaches. I am not sure who thought one shade of brown on and other shade of brown would be easy to read.

modest meteor
#

Give us a color toggle, there's a lot of us with sensitive vision or color blind, and the brown makes it hard for those of us in those categories. The color before was great for me, personally, but this brown makes it really difficult to stare at my screen for more than 15 minutes. Unless there's a color toggle, I'm not going to be able to boss, or do any combat, even questing has now been put on the back burner as well. I tried all the transparency settings, and still nothing helps.

next wedge
#

Please give us an option to restore the UI design to what it was before this new one today. Its to much like legacy UI. It doesn't make sense to have 2 legacy UI's. A color option wont fix what the main issues with this new design

#
  • The UI colours make it difficult to read chat.
  • The ribbon icons contrast poorly and are difficult to see.
  • The mouseover text(boxes) are too big and obscure 50%+ of my inventory now which is unhelpful.
  • Why have the arrows to change the action bar gone?
  • The forced clock position in square minimap mode wastes space.
  • The % progress in skill level/xp progress bars is just awful. Too many layers? I dunno what's wrong but it's wrong.

The overall feel is that they are trying cosmetically to make RS3 look like OSRS or Classic. It's not. If I wanted to play those games I'd play them. It's not nostalgia, it's a slap in the face. This is the epitome of fixing something that wasn't broken and making it awful.

hard panther
#

^^ Please Jagex this right here!
Please give us an option to choose between the 3 UI's to appease everyone
Legacy
RS3
This new 2026 one

kind zinc
#

Bring blue UI back

knotty basin
oak cave
#

Please give us the old RS3 UI back or at least an option to toggle it

mild otter
next wedge
modest meteor
#

^This right here!^ Not everyone is a fan of it, mostly because of visual impairment. I don't think Jagex wants some of their player base to quit just because of this color, and that can happen, because if it makes it hard to play, then why continue playing?

knotty basin
#

I know some folks are colorblind and such and there should be support for that, but ngl i feel like most people are just complaining to complain and that it doesn't hurt their eyes or make anything more difficult they are just being babies averse to change.

modest meteor
#

I'm not colorblind, but I have very sensitive vision, I can't even go outside unless I have on my sunglasses, even on a cloudy day. Whether you want to believe that or not, is on you. I agree with you that there should be support. Over the past 10 years, there has been warnings on movies and shows about flashing lights for photosensitive people, so it helps if I feel like watching that or avoiding it entirely. So it would be nice if Jagex can accommodate those of us who love and enjoy the game, but have some visual disability.

gray vine
random summit
#

Hi all, please direct any UI feedback to the thread above

#

While this update is about visual clutter, the UI feedback from yesterday's update is being handled separately

graceful void
#

@random summit Thank you for addressing the Draynor Crossroad stuff on Reddit btw! I like the tie into a graveyard concept that a lot of people are referencing. I think my personal preference is something like a singular tombstone that is faintly glowing like this but not too much for Deaths office.

modest meteor
#

As a horror fanatic, I've wanted something like this forever! This would make me so very happy if that happened! Back in the day, I used to love hanging out in Draynor just to do nothing but enjoy the view, this would get me back to doing that!

random summit
graceful void
#

Um feels like it needs to be somewhere that has a strong underworld presence. I'm thinking something more murky and creepy and F2p, so Im thinking it has to be the Wilderness somewhere. Somewhere where a strong presence of the Underworld is starting to kind of gush out and a crypt leads into it.

#

A portal seems too obvious but I think a crypt where someone is trying to just contain it from spilling out or at least protecting it makes sense.

modest meteor
#

I would love to see Draynor Manor also get a revamp of sorts, something a bit more spooky feeling. Maybe that graveyard can be put on the Manor grounds somehow?

graceful void
#

I think Manor grounds has something else truly evil. It has to many other unique fun concepts to layer more content is how I see it. They can build on Ava, the Evil soil and a lot more things.

native pulsar
#

given that each floor is themed after the horsemen

#

and War's is the first floor

#

Death would probably be something best incorporated the way OSRS does it

knotty basin
#

Its too spooky as-is. I even turn off the skybox when i'm there because it just feels out of place in the rest of the game.

graceful void
#

Ohhhh Stronghold is good but such a massive scope item.

native pulsar
#

I'm unsure about Um

#

Right now, the door behind Death does go to Um

graceful void
#

Um I think needs a crypt in the wilderness or somewhere they can tie in a strong relation to Rasial is what im thinking.

#

Wars Retreat I was thinking somewhere in revamped underground Varrock Sewers where you discover it through stuff locked behind early game pvm content.

native pulsar
#

Given that Necromancy! Has you speaking to death in his office

#

The simplest answer would be

  1. Add a step where you directly have to click on the door behind Death in his office to go to Um, to signal to the player that is how you reach it

and then have that be how you reach Um

graceful void
#

Its why Vannaka was stationed randomly underground since he was constantly going to Wars Retreat would be a dfun reference.

native pulsar
#

You'd just have to figure out exactly where Angurvadal will ambush and kill the player now instead

knotty basin
#

I'd like to see death, um, and war moved to edgeville. The nomad connection and soulwars there makes sense.

native pulsar
#

We already have this door to Um

knotty basin
#

Never knew it went there, nice share Kobra.

native pulsar
#

Given that you're actively staring at this door after you get stabbed in Necromancy!

#

Just adding the step of manually clicking on the door after your chat with death would be the easiest thing

#

and then skip thinking about where to place another door to Um

knotty basin
#

Could be made to happen in the wildy as a call back to it being dangerous haha

graceful void
#

I think a similar grand crypt fro Underworld/Um access would be great that Rasial just can openly control

native pulsar
#

also allows us to not have to think about why other beings don't walk in and out. You kinda have to be allowed to by Death.

graceful void
#

I like Wildy tbh

#

It has so much space and it works now for f2p since its not pvp

native pulsar
#

idk where the best spot for Angurvadal to kill you would be.

graceful void
#

But the idea that rasial stole souls there would be good

knotty basin
native pulsar
#

(by the way, the River Numenoun option only exist after Nomad's Elegy. New accs just go straight to um through the door)

knotty basin
#

Good to know

#

Draynor had a better vibe when it was a far removed place with a spooky manor and a vampire for sure though.

graceful void
#

Another particular issue is the Artisan Workshop. It feels incongruent to the actual landscape of Falador. I like the idea of a large smithery but stylistically it needs a more Falador-esque charm so it can visually match the area.

grizzled hill
#

I'm sure it's been brought up before but the area of North Asgarnia, east of taverley and west of ice mountain is very cluttered. You have globin village, the portal to yubisk, a temple of zamy, doric's hut, Miazrqa's tower, and the mind altar. They're all so very close to each other it seems like it's all one united settlement, when all of these things couldn't be more further apart.

knotty basin
#

Right now it feels a lot too Ironforge.

graceful void
#

Keldagrim is a whole different topic but I expect that to be visually updated based on the video from last month showcasing it to be visually updated.

knotty basin
#

Its not a different topic since its keldagrim dwarves that built it.

knotty basin
graceful void
#

Brimhaven dungeon entry is extremely outdated visually

#

Tree model is of a palm tree but its not close to looking like any of the other palm trees in the area

summer tide
#

My heart is telling me that the entrance to Death's Office/Um/War's Retreat should be in Lumby Cemetery, not Draynor manor.

The respawn point of Runescape is in Lumby, after all.

valid jacinth
#

very fitting for death's office yeah

#

the other two are a bit of an issue though, they feel a bit too much to just be in lumbridge

mild otter
#

I guess this would've been the entrance

#

They wanted to make it a deeper jungle; and more akin to Brimhaven Dung

grizzled hill
graceful void
#

Another outdated model. The ropeswing to the Moss Giant Island off of Karamja. Really outdated.

mild otter
#

Maybe they can replace that with Yanille

#

Doesn’t the island have the same model

graceful void
#

Could be but Im assuming Karamja gets touched up before Yanille but who knows. There seems to be a lot of projects

graceful void
#

Also a lot of the new things don't have examines. Please add fun examines for various things and various achievements too.

smoky quiver
#

Overload's skeleton effect should also be graphically updated, even if it's just the necromancy living death skeleton model reskinned.

mild otter
umbral shell
#

One very important visual effect to keep: familiar and conjure action animations. (At least to the player controlling the familiar / conjure - it doesn't matter if other players, even PvM teammates, choose to hide them.) These are the main way that players learn and track what their familiar / conjure is doing in practice, which is essential to both combat learning and having them feel like "real pets".

compact pasture
#

Passage of the abyss, and all teleports could really do with a UI improvement

#

would love something like OSRS's jewellery box for our passage of the abyss

limpid lintel
#

Would be awesome

umbral shell
#

yes please, that UI is fewer steps and helps remind players which teleport item goes where

swift spear
#

Relocate the starting locations of Spirit of Summer and Summer's End back to its original place since 2008 at the Wildy farm. Looks awkward at its currect location near the Wilderness.

steady crescent
#

Sorry this got so long and is a bit nitpicky, but wanted to share thoughts on it while the chat is happening. I don't use reddit so don't know what was said over there regarding it but here's my thoughts on the move Death/War/Um conversation:

I honestly feel like it's fine where he is Thinku

  • there's something kind of poetic about death / the entrance to the underworld being at a crossroads
  • it's near a lodestone, and with business as important as Deaths, I feel like he'd want to be easily accessible / somewhere safe, or people would leave his office, die again, and add to his already huge piles of paperwork. (I personally appreciate the convenience of homeport -> deaths office for new reaper tasks, rather than having to find a grim gem each time or trek to his office)
  • I like quests which I stumble upon organically (ie, am around an area, see a quest icon on the minimap, go check it out), and it's kind of like that with Necromancy! at the moment. If the quest start location was hidden away in the sewers or the wilderness, I feel like Necro' adoption would go way down esp. among players who are on a more blind adventure / not consulting the wiki
  • There's some lore there too esp. regarding where War is. I don't remember what quest it was exactly, but I do recall first meeting War, Pestilence, etc, around that area to close a rift, and I can imagine War wanting to keep watch over it to make sure it doesn't come back + Death inviting War to be his neighbour. Not sure if canon, but it feels like it makes sense AMshrug
  • I worry about the clean up's removing a lot of the world building for things like ^. But it could add to that too. Eg: if Death has to move, why not make it a seasonal miniquest of him letting everyone know, or moving Um's entrance somewhere more remote could be explained by it being somewhat dangerous in some way like an ectoplasm leak? + Death needing to move to oversee it + War joining 'cause him and Death are pals

I get that it's a lot of effort to make things make sense and the months-long world events previously used for some things I don't think you want to do again (think the last one was Tuska's arrival), but there is opportunity for something like that again with other major clean-ups if it is wanted. Possibly a seasonal quest with helping Death move Um somehow, scouting possible locations, or spreading the word that he is moving (maybe to the signature heroes or player-NPC cameos like Elfinlocks/Cow1337killr/etc who may be more prone to visiting Death). A permanent quest would also make sense but that also forks the players experiences of whose done it vs. who hasn't which can get weird too.

Cleaning up is fine but moving stuff for the sake of moving stuff feels weird especially if it could be connected to the world more. Eg: the Lumbridge castle wall was rebuilt and the crator filled in (looks great btw!!), but there's no NPC admiring their hard work, mentioning how much effort it was, reminiscing over the literal battle of gods in their backyard, etc. There are no signs it was ever broken from what I could see at least which I feel like there would be. But that's very nitpicky

smoky quiver
#

I also think adding a few NPC's to comment on what once occurred there would add to the world building and the observed flow of change.

dense wyvern
#

if I were to do it myself I'd probably put the entrance to Um somewhere in the cellar of Draynor Manor and have the start of the Necromancy! quest entail the player looking to find it

#

I think that probably does less well on the 'this is a big thing we want players to stumble upon' though

limpid lintel
#

Make the entrance at the source of the Lum.

I mean; theres a river there and all

grizzled hill
#

I think a great place to start necromancy would be with Malignius Mortifer. He's been a necromancer since before the skill and clearly knows how to get to the city of Um, since he stays at the ritual site.

He could take player's to see death where the portal behind death could be redirected to enter the city of Um.

I like the idea of accessing death's office by digging through any graveyard.

plain dust
#

idk if this is right channel but ability to choose which icons shows on minimap, its so cluttered in some places like when theres 3-4 quest markers on top of each other and all 4 farming icons for every patch at farming places.

shut swift
#

Regarding the Cosmetics Toggle: I'm glad you ask for feedback. I regret to gripe about something the devs just worked hard on, but COSMETICS are the REWARD SYSTEM of RUNESCAPE. I play this game instead of other video games BECAUSE I get to look like a non-video game character. I would much prefer having cosmetics-free worlds like in fhe beta test. I dont enjoy not knowing how I appear to other players, my appearance being different to other players throws my entire vibe off!

quaint moth
#

🤷‍♂️ cosmetic free worlds are bad for a billion reasons. Toggles are the only good way to solve the problem of people wanting to see/not see cosmetics

limpid lintel
#

i will still advocate for more granular toggles; on eper slot (including walks as a 'slot'); the "all or nothing" toggle is a bit harsh

quaint moth
#

100% agree. Currently it's to much all or nothing

flat idol
#

On Runescape mobile the skills including combat shows too much buff icon or minion icons on the screen while using aspects, potions, and proc of god books. There is no way to get the specific information turned off if not reorganized for a smooth experience.

I should not see crackling perks override a ripper demon leap attack then overrided again by overload potions and incense sticks.