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Mod Chris L

Mod Chris L

Jagex Moderator Forum Profile Posts by user
Hey My Gap Yah,

The abilities in the beta are the only ones we intended to release with however there has already been talk of adding in a few more to fit the needs of some player requests we've been reading about.

As for a chance of more in the future, definitely. We have (hopefully!) made the system easy enough to make a new ability so we make more for combat specific updates or more stand-alone, quest reward sort of things if applicable.

-Chris

09-Jul-2012 18:29:42

Mod Jane

Mod Jane

Jagex Moderator Forum Profile Posts by user
@smurf

Hi there! Wow what a lot of questions, you weren't kidding :P

1. I don't have any information regarding Dutch J-Mods. I know it's difficult right now not having one over on the Dutch forums, however, we're looking at ways we can improve communications over there.

2. As for the Events Page - if you have specific events that you would like us to see, I'm afraid I'm going to have to ask you to post any events in the English forums. I know this means duplicating your posts, but for now that's the best I can offer you.

3. I think you should definitely organise another event. I attended one before and had great fun. However, I'd need you to post up the event in the English events forum and we'd do our best to attend.

4. If there is anything specific that you'd like our input on, we'd be happy to drop by and answer any questions you may have over there on the Dutch forums. Trouble is as you know we don't have a Dutch speaking J-Mod here in CM right now, so again it would have to be in English.

I hope I've managed to answer your questions. In the meantime I will speak to the rest of CM to see what else we can do in the absence of a Dutch J-Mod.
Mod Jane - Community & Events Director
Follow me on Twitter - @JagexJane

09-Jul-2012 18:33:26

Mod Rathe

Mod Rathe

Jagex Moderator Forum Profile Posts by user
@Ivan Strife:

1. When reporting clipping issues with items graphics would it be more efficient to your team if I sent a list of items that I notice clip, or is it better to send individual more detailed reports on what items clip and give examples of what they clip with?

Knowing what items clip with what is the most useful. However, any reports large or small that you can send us will be greatly appreciated.
----

2. Should all weapons have a sheathed stance? I noticed and reported a few older holiday items that were missing sheathed stances. Easter Carrot / Rubber chicken for example.

All weapons should have a sheathe model, however obscure items like the holiday ones are more likely to be missing them. Please let us know if you find any more.

----

3. Now that attack styles have been removed are there any plans on updating certain items that require the player to access options on the attack styles interface?

Examples being the fixed devices aim mode currently being unavailable, and the Eggsterminator's ammo selection option missing.

These items will need looking at on a case-by-case basis to see what needs fixing. In some cases the items will need redesigning entirely.
----

4. How will the attacker role be changed in Barbarian assault to accommodate for absence of attack styles?

We are currently thinking along the lines of having 3 "stances" which the player can adopt by using 3 new abilities that will only be available inside Barbarian Assault. These 3 new abilities will be used across melee, ranged and mage. Your team will call out which stance you need to be using, and you will need to activate the appropriate ability to enable that fighting stance.

09-Jul-2012 18:36:19

Mod Chris L

Mod Chris L

Jagex Moderator Forum Profile Posts by user
Hey Amascut, thanks for your questions,

@Elves. Unfortunately, yes. If I am still to be the one working on them (which I hope so!) the elves will be a bit delayed, however they always have been given the GFX budget required to pull it off. As ever, I still support the delay as I'd rather the time was free to do it all the justice it deserves though.

@Dungeoneering issues.
We are aware of the issues with shields and ability requirements in Dungeoneering hampering some styles of play now (although doing "specials" in anyway in DG is quite new) - Ideally we'd release with a full array of the missing items (such as wands, mage&range shields etc but it didn't make the beta. Expect to see updates on this front as we get the required assets. Magic should receive a considerable bump in this in the next week or so given some upcoming changes there.

Prayers are leaned on quite a bit in DG you are right. I did try to bare this in mind when statting the NPCs there - I deliberately made them a bit less accurate and easier to hit than the standard values, knowing that people don't DG will a full set of armour or have full prayer protection. Again if this seems a serious issue we can address it as the beta goes on.

Eating all the food at the start of a dungeon. This was annoying me too so I fixed it in the last update it should be in now - but on dungeon start, following your binds being put on, you get a "free" heal that bumps you up to full heath based on your binds/armour worn at the time.

@Mod Pi
He's answering something else but I can tell you he isn't working on any rumored quests. As for EoC we all do a fair-ish share so he's on plenty. Mainly prayer recently though.

Thanks!
-Chris

09-Jul-2012 18:39:28

Mod Rathe

Mod Rathe

Jagex Moderator Forum Profile Posts by user
@ Codec:

In the beta with all the new hit markers and splashes it can be pretty hard to see
whats going on sometimes (especially in things like castle wars), while you are
in combat it can be awkward trying to juggle between using abilities, moving camera
and moving around to get a better view. Moving the camera with the scroll wheel is awesome but would it be possible to add a zoom in/out function to it as well?

The is a zoom function currently in development I believe.

also a moveable action bar would be nice, is there any reason its stuck to one position?

It is currently fixed to the chat box, and not moveable, due to a patent licensing issue. If we can resolve the patent dispute, then we'll be able to let you move the action-bar around.

09-Jul-2012 18:41:33

Mod Avatar

Mod Avatar

Jagex Moderator Forum Profile Posts by user
@Noble198:

Ok here goes.

Q1: Will Dungeoneering be receiving offhand weapons at any point?
A1: This is something I think everyone would like to see at some point but for the moment we are working on getting the combat system sorted on the surface. After that it seems like a logical update to dungeoneering in the future.

Q2: Why has the royal crossbow lost that which made it unique, namely its bleeding/lock-on abilities?
A2: In order to keep the new combat system as balanced as possible we had a choice of making the royal xbow a lower level xbow with it's special ability OR lose the special and make it a high level xbow. There were pros and cons of both but we eventually decided on making it a beefy high end 2h xbow :) .

Q3: Will changes to be made to the bakriminel bolts so that they are once again the supreme bolts for ranging?
A3: Don't worry bakriminel bolts haven't been forgotten. Similar to above we need to consider how best to balance their raw power against their special ability. We will be doing something with them though for sure.

Q4: Are there any weapon-specific abilities in the works for magic? (ie: have to be wielding a staff or be using a wand+book)
A4: Currently there are no plans for any weapon locked magic abilities but that is not to say they won't happen in the future.

Cheers,

Mod Avatar :)

09-Jul-2012 18:41:53

Mod Chris L

Mod Chris L

Jagex Moderator Forum Profile Posts by user
Hey Preedy,

@Ability book -I've already seen this come up a few times. As with everything, what you see on beta day one isn't likely to be identical at the end of the beta. We've already got a dedicated UI guy looking at the ability book to guide various improvements from layouts to filters and hopefully addressing navigation concerns.

@Dungeoneering. I changed this with the last update to do exactly that. I definitely saw it working in pre-release form and assume it made it live.. if it's not, it will be with the next update :)

@Actionbar movable. Mod Rathe informs me that there is some patent that makes it tricky to do this. However it keeps coming up and it is something we'd love to do. We'll chase this up again to confirm as ideally we'd like you guys to be in control of where you want your UI components.

-Chris

09-Jul-2012 18:50:29

Mod Rathe

Mod Rathe

Jagex Moderator Forum Profile Posts by user
@ Amascut:

Mod Rathe -

-Are you willing to give any information on what your thoughts on Nomad's Requiem's lore is? I *believe* you've seen my thread about tying the Camelot Knights to the series (Nomad - The Green Knight - 16-17-863-62742063), but after Mod Mark recently mentioned Nomad has no future plans, I'm really praying for some information on the subject to tide us over until the next bit of lore released for that story.

Nomad is not related to the Camelot Knights story-line. The quest requires the completion of the knight waves due to the need for the Piety prayer in the corruption room puzzle. In terms of Nomad's story, Nomad's Requiem 2 has a full story line planned out which greatly expands on Nomad's lore, which was rather sparse in the first quest. However, as I'm have been busy with the Evolution of Combat for the last two years, no progress has yet been made on getting the next chapter of Nomad into the game. Once we finish the combat beta and release into the live game, Nomad will be my personal top priority, however I can't say for sure if I'll get to work on him or if I'll get assigned to a different project. I will push hard to work on it though.

-Is there any chance that if enough support is drummed up, Agility could work its way into the EoC as a minor dodge chance during combat? I feel it would be a huge and fun change to the combat system, and would really breathe new life into the Agility skill.

We discussed adding Agility into combat before the Beta came out, but it was felt that it would be unfair on players who never trained their agility to suddenly need it to be good at combat. If we made it play a very minor role in combat, then nobody would really bother with it. We are very keen to find more uses for Agility, however they are more likely to be in non-combat skills.

-What are your plans to bring more unique features to weapons and armor? At the moment, armor and weapons are simply better damage, more boost, and nothing special about them, while outside the beta, items like Ganodermic armor shines due to its high Soaking ability, and Barrows is still used thanks to its special effects (which I know are retained, but some are just outclassed by the others within beta). Basically, will we see some armors gaining higher armor bonuses against certain combat styles, or have a rare chance of a small effect going off while wearing them to retain desirablity at higher levels? I echo this sentiment to weapons, as right now, one just needs the next tier of weapon, now that special effects have been removed, which removes weapon uniqueness in the process. (Dang that was a long question! Sorry!)

We are keen to add more passive effects (like the barrows set effects) to weapons and armour. For example, having a flaming axe have a chance to set your target on fire when you hit them in melee. Such effects would be likely introduced in new very high level gear which we are starting to think about as a team.

09-Jul-2012 18:54:31

Mod Chris L

Mod Chris L

Jagex Moderator Forum Profile Posts by user
Hey y r u angry,

The effectiveness of Auto attacks vs abilities has been raised as a common feedback point and before this Q&A I was putting in a suggested fix to bring the two a bit closer together and make Auto-attacks a fair bit better for those who want a similar experience the the live game or a non-intensive experience. With luck you'll see this in the next update but it might require a bit more time.

Poison was removed as it was previously limited to a small amount of weapon types. The poison effect is maintained but we now allow it to be a magical effect so can be shared between the 3 classes.

-Chris

09-Jul-2012 18:55:21

Mod Rathe

Mod Rathe

Jagex Moderator Forum Profile Posts by user
@ McBob 49:

I only have 1 question, but it's bugging me-

-how do you plan on dealing with weapons that have a quest/lore related special attack, such as the ancient mace and ivandis flail?

We'd like to give these weapons passive on-hit effects, so when you hit your target with them in melee, you have a chance to have something happen, like how the barrows set effects currently work.

09-Jul-2012 18:56:59

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