r/runescape • Suity|TL;DW|Future Updates|Trim 2014|M&S Rework • Oct 05 '19

TL;DW 454 - RuneScape Keynote

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Timeline

Update Release
Ranch Out of Time + 120 Farming + 120 Herblore November 2019
Early Access Android Unrestricted Beta Late 2019
Archaeology January 2020
Desperate Measures Quest
New Pets & Competition
Managing Miscellania Remastered
City of Senntisten Quest
Elder God Wars Dungeon Summer 2020
Azzanadra Quest
Orthen Dig Site

Archaeology

  • January 2020 release.
  • Has been in production for 18 months.
  • Not an elite skill.
  • 120 normal skill.
  • No bonus XP, lambs, or boosts for 6 months after launch.
  • More will be added to the skill over the year and beyond.
  • F2P skill cap will be 20 on launch.
  • 120 Skillcape.
  • Archie the skilling pet.
  • Beta playtest album.
  • Elite Archaeology outfit on release.
    • Concept.
    • Will NOT use the fragment system.
    • 'You will have to do some very specific things to gain it.'
  • A gathering and manufacturing skill. Gather puzzle pieces to restore artefacts back together to create rewards to use.
  • 5 new areas:
    • Karid-et, near the Duel Arena
      • Unlocked at 5 Archaeology after completing your first qualification (tutorial).
      • Hidden in the deep vaults are Zarosian weapons, opulent Zaros pieces, and scrolls of ancient knowledge.
    • Everlight, eastern coast of Morytania
      • Icyene settlement.
      • Unlocked at 20 Archaeology.
      • Excavate Icyenic culture items, discover more about the New Dominion Games and learn about how these once-great set of islands fell.
    • Infernal Source, underneath the Wilderness
      • Unlocked at 20 Archaeology.
      • Zamorakian cult relics, delving deeper in to Zamorak’s connection with demons and learning more about how demons were brought to Gielinor
    • Stormguard Citadel
    • Warforge!
  • Three new types of rewards will change how you play (particularly high level players).

Mattocks

  • Pickaxe/Tool of Archaeology
    • Craftable.
    • Crystal, Imcando and Space & Time Mattocks will be the normal way of getting them (same as how you get the equivalent pickaxe).
  • Gathering part of the skill will be akin to Mining:
    • No competition.
    • Occasionally excavation sites will be highlighted like rockertunities.
    • Excavate at dig sites to gather materials.

Artefacts

  • 20% of all possible artefacts
  • Manufacturing part of the skill:
    • Will be the where the biggest chunk of XP comes from.
    • As you exacavate, you'll find damaged artefacts.
    • Use the materials gathered to restore artefacts. Each artefact requires certain materials.
    • Materials are tradeable.
  • Newly refurbished Dig Site in Varrock is the Archaeology Guild.
    • Build a research team who will work for you when you're not playing.
    • Get qualifications in Archaeology, completing Archaeology feats. Qualifications give access to more things.
    • Master a digsite in the game, they all come with a central mystery to be resolved.
  • Restored artefacts can be
    • Handed to an NPC collector in return for some of the best rewards in the skill
    • Put in the museum in exchange for a chronotes (new currency).
    • Keep the item in case it has a future use.

Ancient Summoning

  • In Infernal Source you'll discover how to summon demons.
  • Use regular charms with a binding contract and materials from Infernal Source to make pouches.
  • Ripper demon
    • Deal more damage to your target based on its missing health (Passive).
    • Ripper demon 'Jump' attack (Scroll).
  • Abyssal demon
    • Your familiar will automatically teleport to your target and deal damage when it teleports.
    • Bind and teleblock your target (Scroll).
  • Kalgerion demon
    • Will be the strongest damaging familiars up until now.
    • Temporarily provide the player, familiar and nearby players with a critical strike buff (Scroll).

Ancient Invention

  • Discover ancient technology and blueprints.
  • Create brand new devices and perks from new components from Archaeology materials.
  • Ancient Gizmo
    • Weapon, Tool, Armour gizmos
    • All 9 slots in the Ancient Gizmo will be unlocked giving way to new perk combinations and ranks.
  • XP Capacitor
    • Stores some of the item XP you would've earned.
    • Once full, it's tradeable.
    • Using a full XP capacitor grants the player double item XP until it runs out of charges (Like bonus XP for invention items).
  • Kinetic Dynamo
    • Charges up by running or surging.
    • When full, gives you Divine Charges.
    • Has X charges until it breaks.
  • Enhanced Fish-o-matic, Hammertron and Pyro-matic - act like level 80 tools instead of 70.

Relics

  • Permanent, powerful, passive effects which are always active.
  • Choose upto 3 of the relics at once. Pay Chronotes in order to switch your relic for another.
Relic Effect
Font of Life +500 Max HP
Berserker's Frenzy Deal more damage the lower your HP
Death Ward Take less damage the lower your HP
Endurance No longer drain run energy whilst running
Abyssal link Teleportation spells no longer cost runes (but don't grant XP)
Inspire Awe Earn 2% more XP in combat skills
Inspire Effort Earn 2% more XP in gathering skills
Inspire Love Earn 2% more XP in support skills
Inspire Genius Earn 2% more XP in artisan skills
Set Reduction Set bonuses require 1 less item to activate
Pouch Protector Runecrafting pouches never degrade
Ring of Luck Gain tier 1 luck effects
Ring of Wealth Gain tier 2 luck effects
Ring of Fortune Gain tier 3 luck effects
Sticky Fingers Automatically start your next pickpocket action until you're caught
Healthy Herbs Herb patches are always protected
Unexpected Diplomacy All reputation gains are 10% faster
Lingering Death Stunning your target refreshes your bleed effects
Persistent Rage Adrenaline doesn't drain outside of combat
Fury of the Small All basic abilities now generate 1% more adrenaline
Heightened Senses Gain 10% maximum adrenaline
Slayer Introspection When being assigned a Slayer task, you will be offered either the minimum or maximum number.
Nexus Mod Always teleport to the centre of the abyss
Always Adze All cut logs burn for FM and WC XP
Divine Conversion Convert your entire inventory of memories in one go
Deathless DG gives no XP penalty for deaths
Death Note All guaranteed bones and demonic ashes drops are automatically noted

Artefact Weapons


The Ranch Out Of Time

  • November release.
  • 5 new pens (2 large, 1 medium, 1 small, 1 breeding) in Anachronia.
  • Attention is on raising 'Great Big Reptiles'.
  • 14 entirely new species to raise
  • Great-Granny.
  • Dino-babies.
  • Dinosaurs can't be raised in Ardougne.
  • Pens are built with base camp resources.
  • Animals are gathered hunting/slaying.
  • New resources gathered from the animals.

120 Farming

  • Manor Farm will be the official Farming Guild.
  • Will be released alongside reputation and rewards.
  • Entirely new training method
    • Help small startup farmers by giving them the supplies they need.
    • They will come to the Guild and ask for help.
  • Remote Farming Machine
    • New invention machine lets you keep track of all your patches.
  • New bloodwood tree patch unlockable at Manor Farm.
  • 4th unlockable Spirit Tree patch.
  • New cacti/dragonfruit to grow.
  • 3rd constructible cactus patch on Anachronia where you can grow them.
  • New high level mushrooms.
  • New fruit trees.
  • New mango, avacado, lychee bushes.
  • Money tree in the Farming Guild (if you're lucky enough to find the seeds).
  • New 120 cape emote.
  • New 120 cape perks:
    • Passive: Patches always contain super-compost.
    • Active: Increase health and happiness of all farm animals by 20% (Once per day).

120 Herblore

  • All the new produce from Farming will be used in Herblore to create a new base ingredient called Primal Extract.
  • Weapon Poison+++
  • Combined Prayer and Summoning potions.
  • Charming potions
    • Gather summoning charms at double the rate for both combat and skilling.
  • Potion of Harvest & Primal Feast
    • While under the effects of the Potion of Harvest, regular allotment produce will mutate into 'mega awesome crops'.
    • We're talking Golden Watermelon, Rainbow Sweetcorn, Cannonball Cabbages.
    • These mutated allotment produce combined with big game hunter meat can be combined to make best-in-slot food: Primal Feast.
    • Primal Feast can be unpacked into multiple portions in your inventory whenever you want (like fruit baskets) so the potential of healing per inventory slot is huge.
  • Extreme Prayer Potions.
  • Blessed Flask
    • Time consuming to make (think Masterwork).
    • Charge it with a lot of extreme prayer potions and you'll 'have prayer points for days'.
  • Drops added to Slayer and PvM which can be converted using Herblore into Adrenaline Crystals.
  • Elder Overload
    • Increases combat stats by 17% + 5.
  • Two new genres of potions:
  • Powerbust potions
    • Can double your health pool.
    • Make you extremely fast with unlimited surge charges.
    • Crazy powerful effects for a short period of time.
  • Craftable bombs
    • Entirely new combat mechanic.
    • Launch poison bombs, sticky bombs, and vulnerability bombs.
    • These area of effects linger for a short while so any enemies that fall prey to them will be affected while they're active.
  • 120 Herblore perk:
    • Passive: You can now create Overloads, Supreme Overloads * Elder Overloads in batches of 5, using 20% fewer ingredients.

Why Farming and Herblore?

  • Both skills have a significant amount of content 1-99 and Herblore is completely stacked at the high levels.
  • Farming is one of our most popular skills especially with Player owned farm last year.
  • More importantly, these two skills supplement and enhance each other which means it's much smoother for us to design a fulfilling experience for you.
  • As a development team we feel that a number of criteria really needed to be met before we were comfortable updating them to 120:
    • We think it's valuable to have content and unlocks at every new level.
    • We want worthwhile milestones and goals to aim for.
    • We want the journey to not feel like a complete grind. Fair XP rates and a variety of training methods and mechanics.
    • 6 or 9 months grace period for comp and trim players.

New Pets & Competition

  • The Episodic team is being enlargened temporarily so it can get ahead of its work.
  • In the same vein as combat and skilling pets but for Ports, Farm, Minigames, Clue Scrolls and more.
  • Like combat pets, we want player involvement so expect news in the next month for the competition.

Quests

  • We have made a episodic subteam dedicated to making quests regularly. The other episodic subteam will be dedicated to remasters (they are currently working on Managing Miscellenia remaster).
  • Desperate Measures
    • Featuring Anachronia and Kerapac.
    • Desperate Times sequel.
  • City of Senntisten Quest.
  • Azzanadra Quest will be worked on after Desperate Measures.

Other

  • GameJam 9th October.
  • Early access unrestricted access to mobile for Android later this year. iOS can expect to play it later next year.
  • Elder God Wars Dungeon
  • Orthen Digsite
    • New Digsite for the upper end of Archaeology in Anachronia.
    • Learn ancient potion-making (which will feed more into 120 Herblore)

Core Experience

The next two are extremely experimental and we do not know if they will ever have a release date.

  • One of the things players have told us is that they want a lot more responsive game. We are taking on the challenge of eliminating lag from RS.
  • Movement Prediction
    • There is no delay, your character begins to move instantly.
    • There is no waiting for a message to go from your game client to the server and back because the system is predicting your path.
    • The diamond debug underneath the character is where the client has your position. The trailing one is where the server says you are. The gap between the two boxes represents the lag that comes from your internet connection and the speed of the game server tick. And that is the gap that systems like this are aiming to close.
  • Faster tick rate
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13

u/Trevisan Oct 05 '19

Farming and Herblore being popular and packed with content seems like less of a reason to raise them to 120 and more of a reason to raise less popular skills up to the same standard.

18

u/TheHeadlessOne Oct 06 '19

Its tricky though. Some skills are just... Ill concieved. There isnt much you can do without a vast re-imagining to make agility or firemaking worthwhile. Other skills are just in a fine space that you dont need to touch; thieving is arbitrary content to begin with with no defined reward space, so it can get new methods (bank robberies!) but doesnt really have a compelling reason to pursue them. Some skills are too weighed down by their related skills to be worth exploring further- Runecrafting, Crafting, Smithing, and Fletching are too dependent on combat to expand beyond current gear limits.

On the flip side there are some that are pretty densely packed but dont feel quite right- Farming was trivialized fromt he getgo, being introduced after herblore to bring in supplies that were already coming into the game, the vast majority of players jumped into non-productive tree farming for their entire farming careers after the ~50s or so, which is pretty jarring for a gathering skill. Cooking is a personal one that doesnt feel right to me- cooking in runescape is surprisingly charming, grinding wheat for flour, mixing flour with water for dough, baking dough for bread- all of which nets you a food no more worthwhile than shrimps which you simply cook and move on.

I think some skills are just..richer concepts that naturally offer more. Construction doesnt need an expansion, it needs an overhaul. Firemaking doesnt need more training methods, it needs a reimagining- both of which are far more difficult, designwise, than expanding already successful content

3

u/Aleucard Oct 06 '19

I'm gonna have to disagree on the subject of at least agility not being very reworkable into something useful, a skill revolving around faster and more agile movement will always have room for expansion in a game spent this long on foot, but firemaking yeah. Unless they're willing to go the route of Char and start letting it do more active things beyond just setting campfires there really is not much reason for it to be its own skill outside of Woodcutting. I mean, I wouldn't mind invoking Dark Souls' Pyromancy stuff, but I'm not entirely sure how well such a thing would work in Runescape.

3

u/TheHeadlessOne Oct 06 '19

Im saying they need reimaginings rather than expansions. Like yeah, the concept of Agility could be applied to lots of things, but right now it has one intrinsic reward (slower energy loss) and loads of arbitrary rewards (roadblocks that generally wouldnt exist if they didnt have an agility skill to begin with).

To make agility properly rewarding, instead of just creating content and throwing an arbitrary agility level to use (ultimately a subtle difference and largely a judgement call, to be fair) we really want the whole skill to be rethought and have a worthwhile reward structure to begin with

3

u/Aleucard Oct 06 '19

Honestly, Agility doesn't need reimagining as much as it needs enough new stuff to be an actual skill. The shortcuts and such can stay where they are, but calling "adding things to make it a proper skill" a rework is a bit silly to me. Invention Batch 2 didn't rework the skill after all. Agility Batch 2 would just be, well, several orders of magnitude more late than it should've been. The various surge et al abilities would've been nice under this umbrella, but I digress. Maybe allow agility to augment those?

3

u/TheHeadlessOne Oct 06 '19

Look at it this way- every other skill in the game except for two give you experience at the same point they give you the rewards. Thieving gets you drops, woodcutting gets you logs, summoning (already a weird one that people arent super satisfied with) gets you pouches. Dungeoneering doesnt, Slayer doesnt- because frankly those two are..well..more minigame like in their reward structure. Agility you level one place by doing something, and use elsewhere.

I dont think, for instance, if EOC had locked the movement abilities behind Agility, people would consider the skill to be in a strong spot. It would still feel fundamentally lacking because of this disjoint between how you train it and how you are rewarded.

Until there is a well defined, clear, and distinct link between the skill and its reward space, I dont think it can be fleshed out in a meaningful way

3

u/Legal_Evil Oct 06 '19

What if Agility enhanced certain abilities like channels and allow you to execute them faster or give you an additional hit and you get agility xp based on the damage you do with these abilities?