Runescape - welcome back to 2007 motherfuckers

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I still use my original username (not an email) to sign in to my old account. I've never used an email to sign in to that account since getting back into the game in like 2015. Was there a period where they required you to change to an email for your login that I missed?

I remember that the game said I was needing an email for my account when the two gods started fighting in Lumbridge; granted, that was legit years ago, so I probably misread/remembered something.

As for your question, I mean, not really?

Ah, well. Thanks for the info regardless!
 
@Scream Aim Fire better off trying oldschool rs with the runelite client. Way less (but not devoid of) faggy crap there.

The more you look into rs3, the worse it gets. Lore books introducing new tranny NPCs / stealthily niggerifying content with environmental graphical updates / NPC uglification / flamboyant faggy dialogue tone written by a homosexual / retconning lore for good goy points.

Just when you think you've seen it all, you'll find something else.

Osrs will be far more familiar to you, I reckon.

Besides that, rs3's going through a combat overhaul this year.

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Edit to avoid double post:

Which one of you is this?
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I had a dream about bossmanjack. I got to ride in the police car taking him to jail.
 
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Well we have confirmation that the inverted skillcapes will end at the end of the month, but bizarrely, you will be able to do the tasks for the anniversary cape through the rest of the year. At least now we know, but it's weird that the simpler task list that took less than an hour to do is available longer than the inverted skillcapes that can take hours each to grind.

Also some updates on TH removal: on the 12th, keys will no longer be sold, earnable in-game (from quests and daily challenges), or from the scam offer wall. The only TH promo for the final week will be the smouldering lamp promo, so no more FOMO cosmetics. The oddment store will be changed on the 12th, letting you purchase any and every cosmetic currently in the weekly rotation, and all consumables will be removed. There will also be an option to convert oddments to gold, at a rate of 1 -> 250 for regular accounts and 1 -> 100 for ironmen; when oddments are removed on the 19th, any remaining will be converted at a rate of 1 -> 1 gold. The Premier Artifact and Vault will also be removed on the 19th, so make use of them while you can.
 
Alright, I'm impressed, this roadmap is looking packed.
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Full blog here, but highlights:
  • Aside from removing TH for good today, three additional updates: an updated UI with a more classic feel, cosmetic toggles for other players' worn and animation customizations, and a massive graphical update to the free-to-play side of the game to bring it up to modern standards.
  • In-game RuneMetrics will be made free for all members in the spring. RuneMetrics Pro subscriptions are no longer being offered, and the website will be decommissioned later in the year. (Existing subscribers will have some kind of refund coming, presumably.)
  • February will bring the combat modernization update, bringing all other styles to 120, rebalancing abilities, and smoothing out the learning curve. They're also tackling adrenaline loss from solid food and removing combat auras.
  • February also begins skilling rebalancing updates, with the first focusing on the early game. A mid-game update is planned for summer, and an endgame update for fall.
  • Sometime in spring will be an update looking at reducing Dailyscape. Another spring update will be the removal of auras entirely, while looking at introducing their effects into regular gameplay.
  • In the summer, updates to the GE are planned, like how often items update their prices, buy limits, and so on.
  • In the fall, an update to social systems is in the works, including chat range, broadcasts, and clan features.
  • Continued updates over the year to bring the visual identity of the world up to date, decluttering the overworld and smoothing out areas that are visually outdated.
  • By the end of the year, they hope to have official API plugin support for Runescape, much like OSRS has had for years.
  • Havenhythe part 1 is the first major update, with a whole new area to the east of the current map. Content includes:
    • Two main story quests: an introductory quest to get you there, and a second that hints at the story to come.
    • Additional side quests that add more to the story of the area.
    • Two early-game bosses: Silverquill, the Sanguine Hedgehog and Ivar, the King of Bones. Silverquill is designed to help players learn about telegraphed attacks, while Ivar focuses on defensive prayer usage. Drops include quills (useful against vampires) and Ivar's club.
    • An early slayer creature, the sanguine crawler.
    • Hunter will be brought to 110 with an expansion to the Big Game Hunter system, where the creatures are tracking you down too. Defeating them will grant materials for level 85-90 ranged armor, as well as the new masterwork ranged armor.
    • Additional hunter content comes in the form of clockwork birdhouses, which can be crafted from any logs, placed across Havenhythe, then returned to later to collect loot. Clockwork box traps are also being introduced to make box trapping more relaxed as well, and you can use them on the new black chinchompas as well as elsewhere in the game. And keep an eye out for jackalopes.
    • Other new skilling content includes red ivy for more relaxed woodcutting, giant crayfish, and a new soil-sifting familiar.
  • Havenhythe will continue to expand throughout the year, including a new story quest in the spring, a First Age archaeology digsite in the summer, and the release of part 2 later in the year, which will also bring a solo/duo boss fight in the form of the Ghrazi Blood Knights.
  • As mentioned before, the player avatar rework is unshelved and on the way this spring. The first update will focus on the base avatar, updated hairstyles, and new clothes, as well as updated chatheads. A survey will go out in April to ask the playerbase what items or NPCs should be focused on next as they continue to develop the rework over the year, alongside integrity updates to make existing items look less janky.
  • This summer, player-owned housing is finally getting its long overdue rework alongside an increase in the construction skill to 120. While a little vague on details, they mention wanting to give you the ability to customize your house like never before. Part of this involves a new recipe system, allowing you to unlock new furniture based on your adventures in Runescape, including things like boss or quest trophies. They also want houses to be social spaces again, so there might be some more social functionality in the works.
  • Minor updates include a smaller quest in the spring as a spiritual successor to Gertrude's Cat, and another stand-alone quest in the fall. Spring and fall will also bring remastered content updates. The usual seasonal events will return, including a new summer event since the Beach is gone.
  • Leagues II will debut in the fall, with lessons learned from the first implementation to make things faster and more engaging. This includes earlier access to combat relics, faster tier progression, more auto-completed quests, and more powerful relics to acquire.
God, finally having a POH rework confirmed is making me so happy. The other stuff looks great too, to be sure, but I've been wanting a construction rework for years now, and I can't wait to see what's in store.

ETA: A couple concept pieces of the POH rework:
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They mentioned how they want housing to feel connected to the world, which could mean a bunch of different things. Maybe they want dedicated plots of land to have homes on, but that could run contrary to their decluttering initiatives. Maybe they just mean that the instanced housing areas will look more detailed than just a flat swath of grass. That said, given that the house concept there is significantly more detailed than a simple grid of square rooms, it does suggest that they want to make housing more realistic. I just hope that they don't get rid of the customization aspect of housing and being able to build your house the way you like it in favor of simple static designs. They do seem to be aiming for a lot of decoration options at least, from including all varieties of wood to finally giving more altar choices beyond the classic options.
 
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I hope Hacenhythe is more than just "skilling for skilling's sake." The BGH successor activity could be good, I just hope there's a good use for new skilling nodes. Something like Birdhouses doesn't matter to me unless there's a good resource from it.
 
I hope Hacenhythe is more than just "skilling for skilling's sake." The BGH successor activity could be good, I just hope there's a good use for new skilling nodes. Something like Birdhouses doesn't matter to me unless there's a good resource from it.
It seems to be kicking off another multi-year story arc, with Havenhythe being developed over the course of this year, then traveling through the portal to Vampyrium in 2027. How exactly this is going to tie in to existing stories isn't clear yet, aside from the obvious connection to the end of the Myreque storyline. At any rate, it still gives a large new area to fill out with new things to do in the future, so we'll have to see how it develops.

I'm even more glad I picked construction as one of my inverted capes for this year. I'm not saying it was anything more than a coincidence, but it was a happy one. (Although archaeology, slayer, and hunter were my others...maybe I was channeling the future after all.)
 
It seems to be kicking off another multi-year story arc, with Havenhythe being developed over the course of this year, then traveling through the portal to Vampyrium in 2027.
The new skill is definitely going to tie into all this, and they'll probably confirm it ahead of Part 2, at RuneFest. I've been wondering if it may be a combat support skill linked to vampyrism. Something like Melvor Idle's Corruption skill that applies various statuses. If it does tie into Havenhythe, I can't think of much else for them to add (except Sailing).
 
The new skill is definitely going to tie into all this, and they'll probably confirm it ahead of Part 2, at RuneFest. I've been wondering if it may be a combat support skill linked to vampyrism. Something like Melvor Idle's Corruption skill that applies various statuses. If it does tie into Havenhythe, I can't think of much else for them to add (except Sailing).
I had forgotten they'd confirmed a new skill was in development, and it would make sense if it was part of this area expansion. Having two combat-related skills back to back might not go over well, though if it's a support skill that can tie into other combat styles, that might be better received.
 
The only thing I have to moan about is the recycled holiday events slop. Surprisingly great roadmap otherwise.

I haven't been around the regions that have been most updated besides lumby and the top of the wizards tower. Both look super good. It's a little hard to explain just why. I'm just able to feel it from my gut.

  • Lumby trees were so old and garbage looking (EoC era iirc). Now the forest behind the castle actually looks the part and evokes that magical fantasy feel it used to way back. I bet more of the game does too.
  • The wizards tower top had this horrible vibrant skybox which they've axed. Now there's moody clouds & mystic blue structures, which suits the tower and fits the elevation really well.

I like the new UI a lot despite a few bugs. E.g. private chat stumbling in the 'All Chat' box. I'd like the circular minimap to have an option to be twice as large. I'm going to remake my whole interface around it.

Never saw 120 construction coming. Really happy it's getting some love. Mod faggot Ash from OSRS once made an awesome update to PoH costume room storages, so if they're really yoinking good ideas from OSRS, I hope they nail it. Pun intended!

Any of you guys going through treasure hunter withdrawals?
 
Tried to do the "Nadir (saga)" dungeoneering-quest-thing to complete The First Necromancer questline to unlock Rasial on the GIM last week, but the memory interrogation mechanic was bugged, so had to wait a few days. From looking up the "Bug" flair on /r/runescape it seems a bunch of quests and area tasks are bugged recently, and you just have to hope that they fix it on the next Monday (:_(

The new UI is starting to grow on me, even though I really miss the old dark blue color. My only real complaint is that the text on the small buff bar size is super fucking tiny now and it's difficult to read most of them at a glance in my opinion.
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My only real complaint is that the text on the small buff bar size is super fucking tiny now and it's difficult to read most of them at a glance in my opinion.
Same. The text was larger and sort of broken on update day. They dialed the font size down (or removed boldness), leading me to think they've got plans to have better accessibility options regarding it in a future patch. For now, you could try increasing the size of the buff bar icons themselves. It increases the size of the text too.

Settings -> Gameplay tab -> Interfaces -> Buff Bar
 
Have they gotten to the melee combat redesign yet? I'm curious if it's still going to be designed around Berserk.
 
Have they gotten to the melee combat redesign yet? I'm curious if it's still going to be designed around Berserk.
There was a jmod comment I saw somewhere that the combat beta is getting updated with melee/mage this week, "probably thursday."
 
Have they gotten to the melee combat redesign yet? I'm curious if it's still going to be designed around Berserk.
And yes it still is. If Ranged is the on-hit / rapid hits style, and Magic is the "bleeds/crit" style, then Melee would be described as the "burst hit-follow up" style. Greater Fury and Barge function the same, Chaos Roar is the same. It's about properly following up hits to maximize damage. They've pulled back on bleeds, and Meteor has been reworked to give you a fuck ton of adrenaline over 30s. Pulverize has had it's base functionality changed to the EZK passive.

I think they're going to make some more changes to Melee, since it still feels the most off with the combat changes. Ranged feels great, Magic is mostly unchanged, just cleaned up.
 

They're killing everything.
  1. Traveling merchant
  2. Daily challenges
  3. Motherload Maw
  4. Wilderness Flash Events
  5. Wicked Hood
  6. Rune Goldberg / Vis Wax
  7. Sinkholes
Just to name a few. It's a bloodbath of daily shit that lets you skip the content.
I fear they may be doing too much too fast, and not being able to respond to feedback properly. While Dailyscape is a problem, i don't know how much "just remove everything" is gonna help, especially if it takes forever for them to offer alternatives. For example, Dungeoneering is already hell to train, so removing Sink holes isn't going to make people happy.
 

They're killing everything.
  1. Traveling merchant
  2. Daily challenges
  3. Motherload Maw
  4. Wilderness Flash Events
  5. Wicked Hood
  6. Rune Goldberg / Vis Wax
  7. Sinkholes
Just to name a few. It's a bloodbath of daily shit that lets you skip the content.
It's probably for the better, but I'm really going to miss Travelling Merchant if they do go through with removing it. Not having to actually do Livid Farm for Disruption Shield is a godsend, and it's literally the only way for Competitive GIM to obtain the Crafting and Fletching skilling outfits, since they cannot play Stealing Creation. The rest of the stock I can live without though.
 

They're killing everything.
  1. Traveling merchant
  2. Daily challenges
  3. Motherload Maw
  4. Wilderness Flash Events
  5. Wicked Hood
  6. Rune Goldberg / Vis Wax
  7. Sinkholes
Just to name a few. It's a bloodbath of daily shit that lets you skip the content.
Considering the Dailyscape update isn't for about a month yet, there may be changes to this based on feedback, and I hope there are, because some things slated for changes/removal seem bizarre to me.

Personally, I've never engaged very heavily with dailies. The few that I do are just a way to keep advancing my account slowly when I didn't feel like spending hours plugging away at grinding (daily challenges, vis wax, Oo'glog meat shop run for my dinos, Motherlode Maw). Sure, I've probably missed out on a lot of easy XP over the years by not engaging with stuff like Guthixian Caches, but I've always preferred a small list of things to do so I could get back to other stuff.

But it feels like some of these things they're taking an ax to are being done before actually fixing the problems those solve. Travelling Merchant/Motherlode Maw are prime examples of these, with enhancers and reward items that make some grinds for comp/trim significantly easier and faster, but their daily limits prevent them from being too overpowered. And they already require a high level (especially the Maw with both 115 dungeoneering and all the levels and quests to access Prif), so it makes sense that you get a great reward for putting in that much work already. The whole point of putting those items in was that the content itself was so tedious and boring that players wouldn't want to bother, even if the rewards were good. Removing them now isn't going to make people want to do Livid Farm, for instance, so unless they're planning on also doing something about the content itself, it seems dumb to remove them.

Same goes for things like caches and sinkholes. When the skills are already tedious to do the normal way, it's no surprise that people would prefer to skip as much of the normal grind as possible. That said, I know they're working on skilling updates throughout the year, and they'd probably have to ensure people are engaging with the content as designed so they can get proper feedback on XP rates, so removing or tweaking these early probably has to be done.

But some I just can't explain, like wicked hood teleports/essence/runes, or free items from skilling outfit headgear. The free stuff is barely anything, so what's the point of getting rid of it now? Are people seriously feeling pressured into checking every single skilling outfit to pull a few pie dishes or coal every day? And turning the wicked hood into nothing more than a glorified omni-tiara is just sad. Removing the runes/essence is okay, perhaps, but why remove the teleports? It saves time and serves as a nice benefit for a high-level runecrafter. I know the Abyss is still there, but now that the XP bonus has been decoupled from the Abyss itself, it's just forcing players to lose time they'd previously saved.

Biggest downer is the death of vis wax, though. Not necessarily because I used it a lot, but because I had nearly 9k saved up before the roadmap reveal that I was going to put on the GE soon (I'd usually put up a batch of a few thousand at a time), and now it's entirely worthless. It's still usable, of course, but there's way more supply than anyone could feasibly use before the end. I would hope they implement some method of conversion so the people who still have a bunch aren't entirely rugpulled, but I'm not holding my breath. RIP.
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