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Wilderness Boss Rework Tweaks

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Lewis Shoot
Oct Member 2005

Lewis Shoot

Posts: 3,825 Adamant Posts by user Forum Profile RuneMetrics Profile
This update sounds good, especially for the big ticket items however I am severely concerned for the lack of care that smaller changes are getting.

For example the fairy ring change.
The problem is that mobile users struggle to click them. You then went away and completely graphically changed them without community consultation or care about the in game lore around them.
Now you're showing a small scale back based on backlash. I'd argue this change still doesn't care for the lore but it's a minor improvement so will get less backlash.

How about the welcome screen change.
I personally use the older style. I'm not against the new one and I'm glad you gave us the toggle. Old school used to include toggle options for changes like this all the time. For instance being able to move the camera with mouse, mini map orbs, UI layout, etc
Recent changes have started coming in without toggles, such as the consistent tool tips in the C++ client, and now you're completely removing one of these togglable features.
I understand it's a pain to maintain two versions however I am not comfortable with this change. Could there be a middle ground?

I can't help but think you should consult with the community over these smaller changes. You'd likely get better feedback and suggestions as well as less backlash for changing iconic things about the game, especially when the change goes against the polling charter.
RIP Forums :(
Finally we have signatures in the surprise forum update. I'm Lewis, I play Old School & I've been playing since 2005.

02-Feb-2023 13:21:49

l Lateralus
Mar Member 2021

l Lateralus

Posts: 18 Bronze Posts by user Forum Profile RuneMetrics Profile
Big fan of the wildy rework so far, I never bothered killing the bosses before. Hell, I wasn't even playing OSRS for about a month as I was bored, this update brought me back and I'm having a blast.

I would agree with others who have said the common loot was a bit underwhelming (especially for the singles versions of the boss) and am looking forward to continual tweaks with that. Making like 10k per kill at Artio is quite sad when I can go 20 tiles west to Revs and make way more killing the Orcs, arguably a little safer as well.

I think it makes sense for the singles bosses to not make as much gp as rev caves, but a massive disparity in profit will make them dead content apart from ironmen and pet farmers. I hope this doesn't happen, as anti-pking in the boss lairs is an absolute blast. Being the aggressor is as well - the whole dynamic of the boss doing lots of damage to you both makes fights way riskier. You don't get that in multi really as you just want to run away most of the time since you're likely outnumbered.

On that note, one reason anti-pking works so well in revs is the continual food drops and occasional restore drops to keep your supplies full and ready to fight back. This is important for the singles bosses, as they can do a lot more damage than revs with a bracelet. This would also incentivize pvmers to stay longer and risk more loot, also to not bank and lose their spot. Win/win.

From what I gathered on the last live stream I watched, coding it so you only lose entry fee if you die from a fight that started inside boss lair may be too difficult to be worth devoting the time and effort required. I don't think it would be the end of the world if it stays as is - 50k entry fee is not much and you can easily make it back in a single trip. If this takes away from other important work too much, I'm sure we'll be fine with it currently.

02-Feb-2023 15:54:19

l Lateralus
Mar Member 2021

l Lateralus

Posts: 18 Bronze Posts by user Forum Profile RuneMetrics Profile
I forgot to mention, I hope one thing devs are watching is if the voidwaker's performance is balanced in pvp. The way it forces people to consider praying magic was a great way to shake up how stale no-honor pvp was becoming. I'm a little concerned that power, along with guaranteed damage each spec, and 50% spec on a fast 3 tick weapon is a little too much for one weapon.

It's really encouraged the most annoying form of pvp, rushers, to do their thing more. Run in, dump specs, teleport away when it doesn't work. Sometimes coming straight back to try it over and over until it does. Playing pvp like a slot machine, keep trying till you get the right numbers. No strategy or skill involved.

Claw rushers were already annoying. Korasi (sorry, voidwaker) rushing is even worse. Especially when they combo it with claws or an ags.

Claws are pretty balanced, despite being able to dump two specs back to back very quickly, because they can still noodle and hit a 2. It also isn't that hard to counter if you're fast - put up protect melee for the 2nd spec, double or triple eat, you'll most likely survive. You are rewarded for your defensive skills. Even if they throw you off guard and instead of double spec or claws into elder maul, they use a ballista to hit off prayer, a ballista isn't hitting a 70 without spec, and all of these different combos still have the chance to hit 0-12 damage. There are many situations with the Voidwaker's guaranteed damage that you actually can't even out-eat the damage if you're praying magic.

I don't think the decision to nerf it should be one hastily made, but it should be considered that it should keep either the 50% spec or the guaranteed damage, not both. It would still be a very powerful weapon with 55% or 60% spec. Sure you can't combo it with an AGS for the second spec, potential to hit like 64-72, but elder maul and ballista can still hit like 60, no spec required, and much less accurately.

02-Feb-2023 16:05:53

Seraphosa

Seraphosa

Posts: 1 Bronze Posts by user Forum Profile RuneMetrics Profile
I play exclusively on mobile, and while I haven't unlocked the Fairy ring system yet (mostly because I'm lazy), I really liked the original fairy ring design. Not only does that original inconspicuous design fit with the world's lore, it also looked clean, and fit in with the environment. While not always easy to spot, that was kind of the idea, and keeping a smaller hitbox fit with that as well.

If a larger hitbox is needed, and I don't think it is, then keep the small pillar of soft light and loose the butterflies.

03-Feb-2023 04:52:11

Zeffirino
Jan Member 2023

Zeffirino

Posts: 402 Silver Posts by user Forum Profile RuneMetrics Profile
I very much appreciate the attention given to the feedback on the fairy rings graphics. You guys seriously do care about every major and minor change made to the game :)

The proposed design in this blog is great. It's clear the technical limitation prevents perfect solutions like a bigger click zone but I think the proposed solution works great.

04-Feb-2023 05:41:52

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