ramamir 6
said
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can anyone explain me why osrs has double the amount of players of rs3 yet like 10 jmods compared to 50 jmods for rs3
RS3 is the "main" game, while OSRS is more of the "side" game, so to speak.
RS3 probably generates more cash flow with all the microtransactions in place too.
ramamir 6
said
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can anyone explain me why osrs has double the amount of players of rs3 yet like 10 jmods compared to 50 jmods for rs3
RuneScape 3 has been around and in continuous development for nearly two decades. Its team grew naturally over time.
Old School was released only five years ago and it was not immediately clear that it would be the success it now is. We're sitting at 20 direct team members, and we're supported by a huge amount of Mods elsewhere in the business who don't directly report to RS3 or OSRS. A check on our Careers site would tell you that we're still hiring, too.
Leipe Loetje
said
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Do you have what it takes to release oldschool mobile for everyone!?!
Eventually, yes. Not yet, though.
Community Manager for Old School RuneScape
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"Logging out whilst in an encounter will be treated as a death, including the loss of HCIM status"
What about disconnects? osrs tends to be vulnerable to this, especially with ddos attacks. Maybe a disconnect should be a safe death for HCIM. They have to wait to log out after combat anyway.
Crazy M-Fr
said
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"Logging out whilst in an encounter will be treated as a death, including the loss of HCIM status"
What about disconnects? osrs tends to be vulnerable to this, especially with ddos attacks. Maybe a disconnect should be a safe death for HCIM. They have to wait to log out after combat anyway.
Unfortunately there isn't a way for us to accurate determine whether a disconnection occurs, or whether somebody would pull their router between rooms because they'd like a little break from the content, for example.
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I did this with A Taste of Hope and it was received quite well.
So, every Friday morning we review how the update went. I can't share everything we discuss, but I'm happy to share that which I can.
The game update went out precisely when we intended. This is commendable due to the coordination involved across a lot of teams, especially on an update of this size.
It's regrettable that the Dawnbringer/item loss bug made it into game. We know how it made it in, and it was fixed extremely quickly. We were able to catch affected players quickly and returned items. One player lost a Dragon warhammer, but it was collected by another and returned to him. Another player (an Ironman) lost an Armadyl chestplate, again it was collected by another but could not be returned. We facilitated the removal of the Armadyl chestplate (thank you to the very obliging player who managed to receive it), and we returned the item to the Ironman. We collected data overnight and identified that another player lost an Amulet of torture (or). It wasn't collected by another player (because it is untradeable). We contacted the player and returned the item earlier this afternoon.
Some players noticed that Woox was using what looked to be a safespot. This was intentional, as Verzik's mechanics would prevent her from taking notable damage from range, but we decided that the perception of there being a safespot doesn't look particularly good, so we opted to hotfix it.
Feedback from the players was that the falling projectiles in Pestilent Bloat's room were so fast that they can't be dodged, requiring luck rather than skill. We want it to be a challenge, but we want to give you a chance to avoid them. They're still incredibly fast, but we slowed them slightly.
Mod Ayiza will be reviewing options for changes to the Nylocas room following some feedback about the pacing of the start of the challenge.
Overall we're very happy with the release. We'll continue to monitor feedback and consider other small changes to improve the playing experience. We do not feel that it needs nerfing, as multiple teams have made it to the final phase of the last boss.
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Constructive feedback - during the first boss maiden the spiders will spawn to heal her. Please fix the glitch that doesn't allow players to manual-cast barrage them as they spawn.
Also people have been kicked out of party during our games (even if they are leader) after completing first challenge. No idea what triggers it, is it the fact that the last person to exit the barrier area didnt make it in time to next room or something similar.
We've already noticed you guys doing some on-the-go polishing so lets see where it goes