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(F2P) QoL Improvements v2

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Anroy

Anroy

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Thank you for your thoughtful response. Some of my opinions have changed based on things you pointed out that I didn't take into consideration.

-You make a very good point with Archaeology being capped at level 20, but other skills capped at level five. Some jmods stated they would look into raising the level cap to 20 for P2P skills around release, but I'm guessing it didn't get through upper management sadly.

-Smite would probably be the biggest change. But with prayer pots being F2P, I think this would balance things. (also I missed the part about still having a f2p, inferior prayer pot)

-I do like the idea of craftable staves, the question I see is can they be acquired for a reasonable price. Again, now that I think about it, ranged weapons up to elder are already fletch-able and nobody seems to mind.

-If Jagex were to add more enchantable jewelry, they'd almost certainly have to make the rewards F2P, otherwise the impact would be almost non-existent. Which you could definitely argue for adding.

-Good point about Guild access and def pots

-Defenders: I was unaware of this. I 100% agree others need to be re-obtainable somehow.

-Zaff, also wasn't aware although i probably should have been

-Good point about DXP. Now that I think about it (again), F2P can get lamps from TH, oddments and other places, it seems natural to include BXP. It encourages players to play more after all.

- I forgot, ghosthunter actually has a set effect.

To conclude, I definitely think that F2P should get updates. Almost every new player starts here, and it benefits Jagex in the long run to keep them playing and actually enjoying the game. Many of your suggestions exist for members.' so dev time is less problematic. The current F2P MMO market is also quite saturated and Jagex should step up what they have to offer in the free game.

At the end of the day, Jagex is a for-profit company. If we want to get updates implemented, we need to make arguments to this end.

14-Mar-2022 12:04:52

Anroy

Anroy

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TheNrthrnLad said :
F2P is a demo for the main game and a generous one at that. Bonds are available and rather easy to get. I would find it insulting for Jagex to add any f2p content that isn't a bug fix or allow any members content to become f2p. Why should i pay for content then have it given away to someone else?


Jagex didn't have to categorize or market Runescape as a free game, yet they chose to do so. They didn't say "Start your free trial" after all., it is styled "The Free MMORPG" to new players. Even WOW has their token system, with which you can technically play for "Free" after buying one month's sub, but they do not market themselves as "Free." Furthermore, bonds are just another medium of exchange for time just like irl money, and so are hardly "free" if you require them to access a game.

You pay for access to a massive world, hundreds of quests, faster exp, more skills, a larger community, the list goes on. It makes no sense that releasing select pieces of P2P content to the free game would devalue membership.

14-Mar-2022 12:31:02

Rikornak
Oct Member 2013

Rikornak

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Of course it is important, that new tools always can be replied to in some fashion. But it's fairly usual the meta is shifting from time to time. Obviously it's much more in p2p, but even the much more conservative OS shifts its meta every once in a while. And RS3 f2p certainly also no longer is what it was 10 years ago.

- Generally for the staves again. I think it's extremely important, that every combat style is able to lay hands on basic equipment fairly easily. Magic always was the style lacking most for that aspect - albeit it obviously isn't as bad anymore as it would be in OS for instance - or even the state RS2 had had before the EoC was released in the first place - but yeah - it's still far from perfect. I mean - a system like they did for mining & smithin in which those simple materials are used in larger quantities would be ideal, but in the scope of this thread I'll prefer quick and impactful strikes.

- If you're generally interested in the thoughts about jewellery, feel free to read to read the discussion at pages 30 and 31 of this thread. I just proposed f2p should be able to craft and enchant all jewellery, since it would be extremely unituitive if they can do this with half of them and not with the remainder. Worst thing that could happen would be creating an item they just could sell to somebody via the GE - or keep it for a potential membership by themselves. But in here we'll have a clear cut - f2p can create all silver jewellery, as well as gold jewellery up to diamond - everything above that is p2p only.

(Albeit dragonstone could of course be part of a f2p expansion in the future...)
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

14-Mar-2022 16:32:04 - Last edited on 14-Mar-2022 17:02:01 by Rikornak

Anroy

Anroy

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I came across a post on reddit saying that one obstacle to Jagex making certain p2p content f2p is the tagging of certain items as "free" and "P2P" and going through a bunch of that to port it over would be very time consuming. What are your thoughts on this?

19-Mar-2022 08:02:11

Rikornak
Oct Member 2013

Rikornak

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Admittingly at least for items I must say at least for items I would have expected it to be no more than just flipping a parameter. But yeah - it's that spaghetti code thing all over again.

When it comes to areas though I could imagine, that they have to flag every single tile - historically that wasn't a huge deal, since we had had those random fences all over the game world separating the f2p from the p2p area - it looked horrible and it also was annoying for members, but it seems like they really doing this tile based now - which can been seen on the greyed out areas on the world map on a f2p world - for instance burgh de rott was technically f2p available at some point - albeit they had had not means of reaching it, except for going there on a p2p world first - and the other way around the south eastern corner of the wilderness was tagged as p2p for quite some time despite being perfectly reachable on a f2p world - it's not like there would have been anything there - but you simply couldn't cross a certain line of tiles on a f2p world.

That generally leads to prioritzing making stuff available to f2p, which would be a lot more enriching - and fixing out some balancing flaws - while actually concentrating on designing new content, which would be available to all players from the get-go (taking OS as an example they've introduced the ruins of camdozaal last year - with low levelled training methods for a couple of skills) - for instance the oasis of het could have had some content for free players as well, since that thing literally exists for the reasons players would have something for the removal of the arena - while the duelling mechanic isn't gone, f2p lost something - albeit obviously most players won't ever have used the arena except for trying it out once and for staking afterwards.
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

20-Mar-2022 05:53:08

Mel 624
Dec Member 2021

Mel 624

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I agree that F2P got shortchanged with Het's Oasis, especially when they made a community event out of it and have a tendency not to mention when something like that is members only. I think they should keep reviewing older content to see what can be made F2P. Entrana and Zanaris seem like some good options since they're old areas that aren't likely to get updated for much else, gaining access to them would help access newer P2P content more quickly if they become a member later and that's about the reason why they've released some of the other former P2P content. Law and cosmic runes are within the level range F2P content is generally aimed at, which would give F2P a use for those areas and open up more of the middle floor in the runespan without really detracting from P2P benefits. How to block a forum user

Death And Taxes: An Analysis

21-Mar-2022 10:23:35

Rikornak
Oct Member 2013

Rikornak

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I generally just would allow free players to harvest everything on the middle floor - that would also include chaos (which also wouldn't be too hard to be made f2p), nature (could potentially be made f2p via the GOP route) and astral runes (which f2p wouldn't need for any spell).

I've compiled a list of things that could be used for potential f2p expansions based on existing content a while ago on page 2 if you're interested in reading it - with slight adjustments when needed. When I became a member for the first time back in the day I actually was hugely overwhelmed about all that new stuff at once - it's a bit different today due to an (extremely limited) trial of p2p skills, but at least for mechanics in general I think there could be done more.
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

24-Mar-2022 06:16:53

Aslon Dak

Aslon Dak

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Congratulations Rikornak on keeping this well-researched thread going for over six years!

A few years back, Jagex included in one of their surveys a proposal to raise the F2P cap on P2P skills from level 5 to level 30, and asked players how they felt about that. I chose to disagree - not because I feel the cap shouldn't be raised, as I explained on the feedback thread at the time, but because I felt raising the cap to 30 was a little too much. I did state I would support raising the cap to 10, or even 20.

Since then, Archaeology was released. With its F2P skill cap of 20, I thought this provided free players with a much better sense of what the skill would be like as a member than if it had been capped at level 5. Imagine how poorer the F2P Archaeology experience would have been if all we free players could've completed was the tutorial, with no access at all to Kharid-et.

I believe Jagex previewed Archaeology on free worlds the right way. I also believe this same benefit would apply to all the other P2P skills. Raising the level cap to 20 for all P2P skills would give F2P a better idea of what these skills involve.

Take Slayer, for example. A free player can easily do one Daily Slayer Challenge to level the skill from level 1 to 5. I have actually seen a free player do this. One Slayer task, and they hit the level cap. That doesn't really give F2P much to go on.

Another benefit is it would give members and former members more to do on free worlds when their membership lapses, or when they wish to train alongside their F2P friends, without making it too attractive for longtime members to ditch their membership to remain F2P for an extended period of time.

Obviously, no action has been taken towards raising the F2P cap on P2P skills, and I have not seen any indication that Jagex is even considering raising the cap. Have you heard any recent news on this topic, and would you support such a move by Jagex?
Aslon Dak: Still 'Scaping after 19 years!
You can buy XP. You can't buy experience.
"...From The 'Scape" is very nearly here.

20-Jun-2022 04:24:54

Aslon Dak

Aslon Dak

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Deltaslug said :
Woodcutting

- Let F2P have access to Magic Trees at the Mage Training Arena and in the Varrock Sewers Resource Dungeon
- Evil Magic Trees now appear for F2P in Evil Trees D&D
- Let F2P have access to at least 1 of the resourceless Woodcutting training methods such as Overgrown Idols or Choking Ivy. As they produce no resources (ie: logs) it shouldn't be an issue. Alternatively consider giving access to the Sawmill Training method for F2P


I agree with this, especially in regards to magic trees.

It's silly that F2P are allowed to burn magic logs, but we cannot chop them. Woodcutting should be on par with Firemaking. Currently, it really isn't.
Aslon Dak: Still 'Scaping after 19 years!
You can buy XP. You can't buy experience.
"...From The 'Scape" is very nearly here.

20-Jun-2022 04:39:40

Rikornak
Oct Member 2013

Rikornak

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Hey there, the last thing I've actually heard when it comes to a potential f2p level cap expansion for p2p skills would've been farming as a part of the 2019 game jam. That project would have included a low levelled POF at taverley for nine different kinds of waterfowl for up to level 20, accessible to free players.

It's fairly safe to assume, that this project has been shelved by now, albeit we got an even older project from the 2017 game jam released in february - the high levelled abyssal creatures.

Generally I think this would've been a piece of content, that could have shown off, what farming could offer and making players want to become members - especially considering they would be able to start with the ardougne POF at level 20 already. Otherwise farming certainly isn't too interesting up to level 20, albeit you were at least able to mess around with every major kind of patch then.
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

20-Jun-2022 05:49:27

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