Deadmau5
Apprentice
- Joined
- Dec 6, 2010
- Sythe Gold
- 0
- Messages
- 710
This is a list of facts and promises Jagex gave at Runefest:
Botting
- Jagex would much rather be putting resources into creating great new content rather than dealing with cheaters
- Cluster flutterer specifically designed for injection and reflection bots
- Up to 200k botting accounts were being created daily!
- 7.7 gold Million farming accounts will have been banned by the end of Sunday night
Website, In-game Skill and Feature Updates
- Player owned greenhouse http://twitpic.com/77lkgu
- Player owned ports (incorporating several 99 skills) http://t.co/uzy4SDg1
- Customisable agility course
- Statues of gielinor
- Runecrafting minigame (Will be 70+ Runecrafting and best xp in-game, combines pouches) Without any altars!
- A large Hunter D&D
- New slayer dungeon that is made specifically for Magic next month: http://twitgoo.com/4snyb9
- There was a good reason for the imbalance in Smithing in the early days, but we are working towards balancing it out again
- We are having a look at the friends system to create more flexible ways to communicate with people who change their name.
- Forum update in the next 2 months!
- Website update in November.
- New Knowledge Base
- A new dynamic combat system!
- Next new task are Taverly & Burtorpe. After that Moyrtania!
- Dragon Kiteshield is currently in development
- New Bounty Hunter type minigame with most powerful weapon ever in 2012
- Dungeoneering Floor 61 confirmed + sagas
- New Jad, entrance fee, your fire cape coming this November
- Further improvements to Dungeoneering (New rooms)
Dominion Tower Information
- There will be a talking stone wall in the dominion tower
- There will be an evil chicken in the dominion tower
- Dominion tower will provide challenges for even high levelled players, handicaps such as no food, no prayer etc
- All new user interface for selecting boss fights and modes
- 'Dominion factor' points exchanged for xp and supplies and items. Big variety. ( More Bankspace ???? )
- Boss from swan song sadly not in the dominion tower due to it being a sea based monster
- Music to match the gameplay. as you go higher in the dominion tower the music gets more intense and immersive
Quests
- 'One Piercing Note' title of the next quest.
- New quest will have real singers signing in the music
- Elves city open in 2012 + New Elves Quest!
- Newest penguin quest will have the name: Some Like it Cold
- Dungeoneering Final
- Rise of Zaros Series starting with Firemakers Curse
- Mourning Ends Part 3
- Tzhaar 2
- Unnamed quest by Mod Liono (Pirate quest developer)
Audio Updates
- Project to replace the old synth sounds with true audio. All old sounds replaced by sept 2012
- Sound effects in the future, footsteps, echos, atmospheric soundscapes, more voiceovers, dynamic audio, real instruments
- Audio team have ideas about adaptive music when you are in the same place for a long time as well as when moving around
- Dominion tower possibly the biggest audio project so far
- All new content to be given the full audio project efforts. Old content also to be looked at. Over 1,000 old midi tracks
- New tech changing coming soon to enable more opportunities for audio and voices. Possibly even choices for ur own character voice
- "One Missing Note" will be a audio-rich quest! Make sure your sound is up!
- "One Missing Note" will be fully voiced
- "One Missing Note" will feature fully orchestrated music
- Fully voiced NPC's coming in November
Other
- Jagex developers use a cut scene editor to create the cutscenes instead of having to fully program in the code
- Dungeoneering designed so that skillers can come along and help the combat sides of the team
- Jagex Uses lots of polygon shading rather than textures to make the models look good
- New runescape logo in November/ Link: http://p.twimg.com/AdBWfQBCIAAZIxq.jpg
- We're quite hesitant to adding additional bank spaces due to complications with variables
- Not working on a new skill now, we are working on fixing and polishing the existing ones, EG smithing.
- Pmod recruitment starts in next 2-3 months. We will have an oppertunity to apply
- 3392 Bugs have been found this year
- 3047 bugs found before release. 90% of bugs never go live
- 14401 unique npcs, over 16k objects
- Kalphite King http://twitter.com/#...5936000/photo/1
- Queen Black Dragon http://twitter.com/#...8711680/photo/1
- Thanksgiving event in November
- Revamped Absorption system for Constitution
Graphical
- Elven lands has so much to do graphically with the crystal city, but difficult to decide on what to do.
- KBD graphic update is modeled, and they can't push it out yet. Has to come up with some other updates.
- Complete graphical update coming to make it look like the images in the Media section.
- Armour update (Images are bronze and dragon): http://pic.twitter.com/R1fAQLKx http://t.co/MMEAMDbc
Here is more about the new combat system (written from a video):
Things that will be kept in the future runescape combat system:
You will be able to click on a target then AFK, but it will come at the cost of DPS.
The combat triangle will stay in some shape or form
Must be easy to learn.
Free to switch between the 3 classes whenever you want.
Mod Chris L on future updates ideas (Not guaranteed):
New abilities unlocked at, for example, higher strength/attack/defense level.
You would put these abilities on a hotbar.
Jagex is not sure how weapon special abilities will translate to the new hotbar.
But they want to preserve the mechanic that unlocking new weapons will unlock new special abilities.
Mod Chris L does not want magic spells to deal fixed damage (IE fire surge -> 280 damage)
Things Jagex cant do:
Jagex delete skills.
Range and Mage must use ammo
fletching and runecrafting must still be useful.
Suggestions & Answers:
Suggestion: Can Jagex make armor weight affect your weapon speed?
Response:
Technically possible to implement, it seems like an added penalty for armor, that I don't like that very much.
What we will do however, is balance it so that all 3 sides of the combat triangle have the same DPS.
Suggestion: Couldn't hear, something about a new skill
Response:
We can't make a new skill for just range and magic.
If we release a new combat skill, it has to be one that can be used by all 3 classes. Melee, Magic, and Ranged.
We can't tell our players. You're a ranger, you need to train another skill to be a max ranged combat level.
That's not fair on them.
Melee and magic and ranged will still use the same skills they do today
All 3 classes will need to train their defense. We're not going to force you to train your defense. We're going to heavily encourage you to train your defense. Okay?
So what we do.
You got your action bar, your new spells, your new abilities.
You unlock new abilities by training your defense.
Lets say you train your defense level to 90.
You get this new ability, you put it on your action bar, you press it, it reduces all damage you take by 100% for 10 seconds or so or something like that.
So if you don't train your defense, you will be at a huge disadvantage.
Suggestion/Question: Could you split magic into the skilling and combat magic skill?
Response:
We can't suddenly say, you trained your magic level to 99, but you log in and you can't use your new skilling magic.
We can't change this anymore.
Question: Why can't we have more armor like split bark, with lower magic accuracy, but higher melee defense?
Response:
Lets say the new items, or your rune plate, or your dragonhide, will be restated.
We're going to move away from putting offensive stats on armor.
We're going to put a greater emphasis on your weapon slot and on your offhand slot.
Magic armor is going to be strong against melee, because that's how the combat triangle is designed.
We're just going to say something like, it's magic armor, it has magic runes on it, it's got forcefields or whatever, they're going to make you really good at defending against melee.
Question: F2p is underpowered, can you give us free stuff?
Answer:
I'm sure andrew would just say subscribe, that's how you get free stuff.
The culture between free to play and members is getting a bit blurred.
Something in the pipeline, but we won't talk about today.
But the idea is, free to play is like, i hesitate to call it an intro.
Sometimes it's been called an intro. Sometimes it's been called an entirely other game.
I hesitate to call it either.
We can do f2p updates, but unfortunately, but the crux of the matter, updates are funded by money.
And generating an update for f2p doesn't generate as money as p2p.
So while we can give you stuff from f2p, the higher ups generally want us to not give stuff to f2p.
So we can do it but it's probably unlikely
Question: What about giving f2p snares, which is 10 second hold
Answer:
Spells like the snare, we'd convert them into abilities.
So as you level your magic, you'd unlock new spells, as well as abilities.
And one of these abilities would be a snare.
We want a snare, we want a snare early on.
We don't like the idea of safespotting.
We don't want to prevent you from safespotting, but it's not really great gameplay.
So we want mages to get a snare early on.
Question: Will you still have negative offensive bonuses? so ranger's wont wear melee armor?
Answer:
Like I said, We're moving away from offensive stats. Positive offensive stats.
But we would have negative offensive stats on armor.
So there will still be hybrid, because we know people like to hybrid. So there will still be opportunities to hybrid.
But our main items. Our rune platebodies, are going to have much much higher negative penalties for non melee attack.
Question: If you have inventory slots taken up by runes, and melee is wearing their weapons, is there anything in that area for mages to carry their runes?
Answer:
Something released for dungeoneering, unfortunately mod trick isn't with us anymore. He made the spell boxes. Which kinda suck really.
Mages still have to carry runes, but we might give you an off hand, which cancels a certain kind of rune.
As well you got your main hand, which cancel out another type of rune.
New abilities as you level up. Say, at level 10, you get a new ability. You press it, and you next spell cost no runes.
Question: Waterfiends, you gotta wear dhide or karils, if you don't wanna get hit hard. But they're only weak to crush weapons.
How are you going to balance that?
Answer:
Monsters will get rebalanced.
When you click a monster now, it will tell you what a monster is strong against, and when it is weak against.
We want to encourage you to do it. To use the stronger attack style.
For now you can lean on slash, and forget about it.
We want this for all creatures now.
All creatures will be rebalanced, They will have strengths, they will have weaknesses.
You will have to play to those strengths and weaknesses to win.
Waterfiends are just horrible from my point of view, because whoever made them didn't know what they were doing.
They give far too many charms.
Their combat system is completely messed up.
.... Charms are fun.
[awkward silence]
Question: Now that you have absorption, how about negative absorption
Answer:
Okay um, I don;t know much myself. but i don't like absorption at all.
It's just uh, too complicated. And when it does work, it doesn't do it enough.
personally, I'd like to just see it gone.
What we do see in pvp, is that people do too much damage.
You whip out your dragon claws or your armadyl godsword, you bust out your special, bam bam you're dead.
We can't have things like that.
We're probably gonna get rid of damage absorption as it exists right now, because it sucks.
We're going to release life point boosting for armor across the board.
Right now, only a few armors boost life points. We're going to put it on everything.
We want players at max level to have, 2 to 3, maybe 4,000 life points. We want to increase that ceiling so we can have more interesting combat.
Question: we have 4 elements for magic. Wind, fire,air water, can you make them do slightly different things?
like fire -> damage over time
water makes u run slower
Answer:
Absolutely.
Problem with magic is that it's been around since classic.
And runescript in classic was horrible.
So unfortuantely that's why mage is what it is.
So what we'd like to do is make everything more interesting.
We'd like to give fire a damage over time ability.
or you do a wind, wind could slow down a person's run speed.
all sorts of interesting things.
Question: [audio break out] Higher end bow, like higher range strength
Answer:
Like I said, the combat triangle isnt balanced
In this new system, hopefully everything is balanced.
Lets say a manic guy is running around with an abyssal whip.
Your ranger is using a magic shortbow, off the top of my head.
We want to boost the power of range and magic so it matches the power of melee.
The damage chart we showed earlier... [fumbles with powerpoint]
there's gotta be a better way to do this [fumbles more with powerpoint]
there we are, so, as we see, we got melee sitting at the top. [blah blah pointless stuff he said already]
Question: Are you able to change run speeds?
Answer:
What we can't do, because of a technical limitation. We can't change run speed.
Run speed doesn't exist, it's a cheat. It's you going 2 squares at once, and you skip over the tile in between.
We can't make you go 3 tiles at once.
We can make weight a greater impact on your run energy, but i don't like run energy
[video cuts out in the middle of Q&A session]
A very reliable person sent this to me, they attended Runefest themselves.


















