#Minigame teleport rework

24 messages · Page 1 of 1 (latest)

gray flint
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I don't expect a lot of support for this because the suggestion is somewhat of a nerf, but here we go anyway.
I have several issues with the current minigame teleport system:

  • inconsistency and lack of information between what things belong in the grouping tab, things that can be teleported to, and the requirements to use them
  • the tab is quite hidden and never explained, new players will have trouble discovering it. It is also somewhat clunky to use
  • on the other hand, it is far too convenient and powerful right from the start of an account, where most transportation methods require some sort of account progression to unlock
  • failed to address the goal for which they were originally added (reviving minigames). instead, over the years they've become more of a tool to be abused for convenience
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Instead I propose the following:

  • grouping tab is now only used for group chat access
  • create a new area under the Burthorpe Games Room. This area has portals (or NPCs that can teleport the player) to the other minigame locations
  • to teleport to this new area, you can right-click the Home Teleport spell and have it as an alternative option there. Alternatively, if space can be made in the spellbook, it could have a separate icon next to Home Teleport.
  • GROUP minigames that have NO requirements would have portals accessible by default: castle wars, clan wars, fight pits, LMS, soul wars
  • GROUP minigames that DO have requirements would be accessible if the requirements are met: trouble brewing, fishing trawler, pest control, barbarian assault, guardians of the rift, shades of mort'ton
  • SOLO minigames that currently have a minigame teleport would need to have the destination unlocked for a fee:
    • blast furnace (unlocked probably for gp, though I guess it can be considered a group minigame even though nobody plays it like that)
    • giant's foundary (unlocked for some amount of foundry reputation)
    • NMZ (unlocked for some amount of NMZ points)
    • rat pits (unlocked for trading in a cat training medal)
    • tithe farm (unlocked for some amount of Tithe points)
  • by having this system in place, more SOLO minigame locations can actually be added without breaking the game:
    • volcanic mine (unlocked for some amount volcanic mine points)
    • emir's arena (unlocked for some amount of PvP arena points)
    • brimhaven agility arena (unlocked for some amount of agility arena tickets)
    • more?
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Benefits of the new system:

  • less menu interaction, more interaction with the game world
  • more intuitive for a new player
  • creates a community hub
  • give Games Room a purpose befitting its name
  • less overpowered at the beginning of an account, more emphasis on account progression
  • more rewards to go for in several solo minigames
  • more room for expansion of the system

Cons:

  • less convenient for experienced players
  • speedrun worlds would feel this

Addendum idea:
If people really NEED to have the quick minigame teleports, these quick options could be unlockable and configured to be in the minigame teleport spell as a right-click option, but as a reward for actually playing the minigame. As an example, if you wanted to have DIRECT Pest Control teleport as you do now, you'd need to spend some Void points. Similar system can be extended to other minigames that have an associated currency. These could also be enabled by default on speedrun worlds to not nerf existing routes.

stable pasture
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most of the more QoL heavy minigame teleports have some sort of requirement anyway, Shades requires that you complete the quest for example

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and like, is it really a bad thing that noobs have access to some weirdly located teleports?

gray flint
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I imagine as a noob, the last thing you want is to get teleported into unknown territory halfway across the map.
Personally, I was disappointed to discover that I don't need to actually work towards unlocking routes from Asgarnia to Kandarin as an example. The feeling of journey and discovery completely lost. And a lot less reason to level magic. It honestly just feels like abusing some unintended mechanic.
And if the goal is to help new players get around - why is it so awfully hidden in a menu most wouldn't think to click on?

Another (minor) thing I forgot to mention is that it breaks immersion somewhat - why do people bother building and sailing ships if everyone has the ability to teleport to 20 or so teleport locations even with 1 magic? Like what's the lore here?

ancient saddle
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I fully support reworking minigame teleports for the stated reasons of being non-diagetic / not in-world & confusing. The interface is awful - why do some minigames have teleports & some don't? Which minigames do I have the teleports for unlocked? No way to know except to click the teleport button & find out. This is confusing enough for experienced players; I imagine some new players barely even know they are there.

ancient saddle
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Also, to clarify since it was a bit of a long post:

  • You are not proposing to remove any teleports or nerf them except that:
  • it'll take one teleport (to the hub) + a click / run to a portal to teleport & will take a few seconds longer
gray flint
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Yes, basically. I did propose that some teleports have additional requirements/costs, namely solo minigame ones. However I think it'd be a big improvement even if that part was not implemented

ancient saddle
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Riffing, I think you could almost replace (or at least duplicate) the whole grouping tab with a portal hub.

  • Add plaques / posters / statues describing the mini game
  • Show as inactive portals you can't use. Add text explaining how to unlock if you try to use
  • Add right click "join group chat" & right click "swap to recommended world"
    With a better interface for looking at multiple games at once, new info could be added too like:
  • Current number of players for that minigame, in your world and/or the recommend world
gray flint
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😯 some great ideas there as well! We don't know what the engine is capable of exactly, but if that last point was possible to implement that'd be great for helping revive even the deadest of minigames, at least for those who itch for them

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Maybe I am reaching but I think there's even a potential for new kind of playstyle coming out of that, for the people who are bored and don't know what to do - could just bankstand in the minigame lobby area and see which minigames have players, all in one spot, and join them quickly and easily if it's a minigame you enjoy

mint zinc
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I don't see the minigame teleport interface as an issue. It's not designed to be something players make excessive use of (hence the 20 minute cooldown). It's straightforward enough to understand as it exists, and all of these suggestions are just adding bloat to something that shouldn't really be given any more energy, IMO. It ain't broke, don't fix it.

gray flint
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The system was made early during Oldschool RS's development, and as most things from that period (NMZ, rooftops, Wildy updates, early Zeah and Stronghold slayer cave), it was not give enough polish or consideration. Of course, I am not blaming the developers, it was understandable at that time, when the development team was tiny. Leaving these pieces of content as is is certainly an option, but I firmly believe that if we are to rework something in this game, it should be these "half-assedly" implemented features, as has been done to Zeah and Stronghold cave so far.

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The reason I suggest this is because I believe it IS broke.. I have listed reasons why I believe this to be the case. I also think it is still far too useful at a 20 minute cooldown. Of couse if you disagree that's fair. I am sure you're not alone feeling this way.

glass acorn
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I mean making the minigame teleports better could be a nice reward from a "minigame rewards shop" should they ever go that route

gray flint
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For sure. I am a big fan of the suggestion sombody made of some sort of minigame "wallet", be it an item or interface, where you could view how many points you have in the various minigames. That'd make it easier to maybe also implement some sort of universal currency or shop for stuff like this.

stable pasture
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the danger of a universal minigame currency is that all minigames die except for the one that's the most points/hr

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like what happened in RS3 where 90% of minigames are deserted except for whichever minigame is in the spotlight

gray flint
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oh no, that's defnitely not what I meant, existing rewards should definitely stay tied to their respective minigames

mint zinc
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There's nothing inherently wrong with changing minigame teleports, but these changes are all fairly elaborate, and I'd rather the development time were used on other content just because... It's minigame teleports; it's not supposed to be that big of a deal. The amount of quality it would add to the average player's life would be negligible for the amount of development time it would take.

stable pasture
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honestly I think they should move the adventure paths out of the quest menu and put minigames there with a little blurb about what each minigame is for, with your minigame points visible as per lss' idea for minigames with points instead of a currency, and with ones you can tele to marked as green, ones you don't have the requirements for marked as red, and ones you can start marked as yellow

ancient saddle
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There are 2 audiences for mini game teleports:

  • new players & accounts, who have very limited teleport options
  • players who actually want to play minigames
    For new players "there are teleports under the grouping button" is very unintuitive & I think this post would do a good job of solving
ancient saddle