Jagex Talks: RuneScape Deadman Mode


deadman2

The past year or so has shown RuneScape to be one of the oddest games I’ve ever had to cover here at MMO Fallout. While traditional MMOs branch out with expansion packs, often times altering their names to match the latest version, RuneScape is one of the first that I’ve seen to actively spin itself off into new modes. Granted this has always been the case, with the original RuneScape existing alongside the updated version as RuneScape Classic, but what Jagex has done with these new titles is to create entirely separate entities, actively developed, with their own communities and economies.

Old School RuneScape popped up in 2013 with a crazy premise: Reboot the game as it was in late 2007 with active content development that would only be implemented if 75% of the (voting) community approved of it. In September this year, we saw the launch of DarkScape, a pvp-oriented mode with open fighting, multiple Grand Exchanges and banks, and a world very different than the one players were used to. Last month saw the launch of Deadman mode, a hardcore variant of Old School.

In Deadman mode, dying means not only losing the items in your inventory, but a notable amount of experience and a substantial number of items in your bank as well. Killing others is just as dangerous, as it means being stranded out in the open for a good half hour before you can get back into the safety of town, a marker over your head letting everyone know that you’re carrying goods on you.

I had a chance interview with Mat K, product manager for Old School RuneScape, to discuss how the game mode came to be, where it has been, and where it is going.

Connor: Deadman was community polled, correct?

Mat: That’s right, yea. When I started playing RuneScape back in 2004, and my wife introduced me to it, I sat there and thought you know what would be really good is if this game was a pvp game, there was pvp everywhere. Little did I know at the time it used to be back in classic, but it’s taken me ten, eleven years, but I finally got us a proper hardcore pvp version of the game out there, and it’s just great.

Connor: Was it difficult to pitch Deadman as something to put active developers on?

Mat: No, not at all. The biggest challenge for Deadman was the technical challenge behind actually making it work rather than the content challenge for content developer. Fortunately we’ve got Ian Gower on our team who does all the technical side of stuff, which we needed and he was up for it. It was a real big challenge for everybody but everybody wanted to make it work so they could see the value in it.

Connor: How closely connected are Deadman and Old School in terms of updates?

Mat: The way it currently works is that the basic game is going to be the same for both, so if we make an update on Old School that same update will be on Deadman as well. It doesn’t have to remain that way, we can put them on completely separate builds and develop them separately as things go forward, but right now it works on the same build mainly because it is easier for us to do it that way.

Connor: Do you see Deadman evolving into its own product the same way DarkScape was pitched?

Mat: It could do. Deadman’s been out for three weeks, it’s too early to say whether it will or it won’t. We’ve got the option to do it, and if it gets super big we can give it its own website and its own development team and everything else. But we don’t want to rush that too early, right now three weeks in we need to watch what’s going on to see how the players react to it, see what they’re doing in the long term, look at the viability of it in the long term, and if it needs more support we will do that, if it doesn’t then we won’t.

Connor: Speaking of players, has Deadman brought back players in the same way that Old School did?

Mat: Loads, and these players aren’t going anywhere else, they’re staying and playing the game which is wonderful.

Connor: So it does have good retention?

Mat: Absolutely. We’ve had hundreds of thousands of players and out of the core group of players who actually play the game, we’re talking a retention of over 90%. It shocked us when I got the report through today and I had to go back and double check it to make sure it was right, and it was so that’s how much it shocked us as well.

Connor: DarkScape was something that came out of Deadman, correct?

Mat: Not really. They were designed very separately. We had the idea first, we were developing what we wanted it to be and polling it through the community, and at the same time the same idea was going through RuneScape, can we make a pvp type of game work. They were developed completely independently and some of the mechanics we came up with arrived at completely separate places. So it wasn’t a result of Deadman mode, it arrived along the same sort of thinking.

Connor: From my own play time, it seemed that gold farmers were initially a problem but then disappeared. Is the Deadman environment too hostile?

Mat: There’s been no problem with gold farmers at all, there was a lot of noise on day one where I think they thought they could make a lot of money by selling stuff really expensively, but there’s been no large influx of bots at all since it came out. We track those numbers very carefully, it’s been much lower than we ever expected it to be. I think it’s because you just can’t farm gold in the game because you’d be killed doing it, if you tried to use a bot to do it you’d be dead in no time at all. It’s just not worth a bot farmer’s efforts to actually do that.

Connor: Have you seen a noticeable problem with players using mule accounts, alternate accounts to safely store items?

Mat: Not significantly, we’ve got some reports that run that as well. What a lot of people seem to be doing, we’re absolutely fine with, is they have multiple accounts that do multiple things. So you’ve got one account with a set of protected skills and another account with a different set of protected skills. They can trade between those accounts and move the items around there, that’s what most people seem to be doing, but mule accounts in themselves haven’t appeared yet.

Connor: Do you have any ideas for where the game is headed that you can share?

Mat: It all depends, we’re three weeks in, it is too early to say for sure where we’re going. We’ve got some great ideas of what we want to do, for example what we’re looking at doing next year is to run a tournament in Deadman worlds, so effectively we’ll create our own Deadman world for a four day long event, we’ll ramp up the exp so you’ll get ten, twenty times the exp, and throughout those four days we’ll start taking away the safe zones. At the end of the four days, we’ll put everybody in one spot, everybody will kill each other, and there will be a winner, and that winner will win a whole lot of cash.

The other big question that players are asking about is can we turn it into a seasonal thing? Again, that’s something we’re quite happy to do if it is the right thing to do, but three weeks in we don’t want to make those decisions yet because we don’t know how it’s going to be in another month’s time. We need to watch carefully, make the sensible decisions now, make the sensible changes now, but watch what the long term impact of making these changes will be and then we’ll make the decision.

Connor: What is the status of the Grand Exchange in Deadman mode?

Mat: There is no Grand Exchange in Deadman mode itself, what happens with the Grand Exchange in Old School is we take the value of items from that to work out the value of items when you die so players can get the most expensive items. We’ve got no plans to put the Grand Exchange into Deadman mode mainly because it will make the game too easy.

One of the core things we’re focusing on at the moment is to make sure that we’re supporting the players who want to play Deadman mode for what it is, so for the core group of players that is a very hardcore and difficult to play game and if you die you lose an awful lot of things. Now there’s some players that are coming to us and saying it’s too difficult, it’s too hard, but if we start looking at why people are not playing the game and are moving away to our other games, we then run the risk of turning Deadman into something that is too easy for our core group of players.

Connor: The game has been balanced where guards are more deadly, but there are also updates like health insurance. How do you decide what updates get polled, what goes past polling, and what isn’t up for debate?

Mat: The way we look at it, what is the best thing for the game long term. If there is an update which isn’t critical for the long term success of the game then we’re quite happy to poll it to the players and let it work out, but if it’s critical we have to make the decision of do we poll it to the players, will the players vote for it to start with, and then we can make that decision on a case by case basis, there is no hard rule.

For example, we made some changes to the death mechanics when people die in guarded zones, and that was something that was designed to stop a particular form of gameplay that was damaging to the game. So we made that change, we weren’t going to poll it because it was going to damage the game if we let it continue, and we will continue to do that. As long as it isn’t critical to the long term success of the game, we will poll the players on everything.

The hitpoint insurance, for example, was something that as far as we were concerned wasn’t going to be a major changeup to the game going forward. I think it was a good thing to have, but we let the players have the final decision on that one.

Connor: Do you keep stats on how much is being dropped and killed off of players?

Mat: We do, I can’t remember one off the top of my head. Everything in game is monitored so I have an analytic team that I send an email to and they come back to me with numbers, but we do monitor everything.

Connor: A few of the Jagex mods livestream Deadman mode. Do you as well?

Mat: Yes, I did it for the first week and it was very good fun. Nobody managed to kill me which was quite nice.

Connor: What is your greatest kill?

Mat: About twenty minutes chasing my wife all over the place until I finally killed her. We’ve got a very RuneScape family, I play it, my wife introduced me to it.

Connor: It sounds like many of the Jagex employees are people who have been playing the game for quite a while.

Mat: Everybody in the entire Old School team apart from Mod Gareth have played for ten years plus. We’ve all grown up with RuneScape and this is why we love doing what we’re doing, because this is a game we grew up with. None of us, apart from Ian obviously who started making it, thought we’d end up making the game that we loved playing, so it’s a dream come true for all of us.

I’d like to thank Mat K for taking the time out of his day to come talk to us about Deadman mode, and I would also like to thank everyone who put in the effort to make this interview possible.

RuneScape Deadman Mode Now Offers Health Insurance


deadman

The only guarantee in Deadman life is death and taxes, and I’m not so sure about the taxes. Today’s update to the hardcore PvP mode makes it possible to buy health insurance, the option to pay to keep your health from going below a certain level upon death. HP insurance is a one time, nonrefundable payment to keep your health at 25, 50, and 75 respectively with the cost going up for each level.

A strange woman named Gelin has appeared in Lumbridge graveyard selling life insurance. For a reasonable price you can insure your hitpoint stat to guarantee that it will not fall below a certain level when you die in Deadman mode.

Health insurance was voted in by 83% of players in a poll earlier this month. Also included in today’s update is a major change to experience loss on death. Dying to a player while unskulled will now result in a 25% experience loss in unprotected skills rather than 50%.

(Source: RuneScape)

Dragon’s Prophet Shutters In America


dragons-prophet-black-dragon

Dragon’s Prophet is no longer available for North American players, as Daybreak Game Company (formerly Sony Online Entertainment) has parted ways with developer Runewaker Entertainment. The shutdown was first announced last month with the notice that the game would continue operating as is in Europe and Asia as those regions are handled by different publishers. Players initially suspected that the game was set to shut down when it did not make its way into the All Access pass.

You can try to find the announcement on Daybreak’s website, but it looks like they took no time in obliterating the Dragon’s Prophet website, which is no longer present.

(Source: Dragon’s Prophet)

Neverwinter Continues Astral Diamond Changes


neverwinter_scourge_warlock_071414_3_wm

Perfect World’s continuing efforts to make Astral Diamonds more readily available to players, while heading off bots and zen farmers, has been ongoing for the past few months dating back to the initial changes to the Gateway tool in July. Still, the game is in need of improvement. As Perfect World agrees, Astral Diamonds take far too long to obtain in-game and prices for goods like companion upgrades are ridiculously steep.

In the latest dev blog post, executive producer Rob Overmeyer discusses how Neverwinter’s Astral Diamond problem will be addressed, primarily through boosting how much players can acquire and refine each day. Leadership changes to reduce botting resulted in the per player average of Astral Diamonds plummeting from 171,000 all the way down to 34,000, before further updates increased that amount to 60,000.

It turns out that managing economies is hard and complex. Dealing with two economies is even harder, but we are up for the challenge. There are several things that need to happen in the short term. We know players need ways to earn enough AD, and that AD vendor prices need to be in a place that makes sense. We want to make sure those things are true. Right now, we think it’s sometimes too hard to earn AD, and some of the prices are too high, so we’re making some changes. We’ll keep watching, and we’ll make more changes if needed.

The plan to introduce more legitimate Astral Diamonds to the economy involves a 50% bonus to AD earned through dungeons, skirmishes, PvP, and weekly quests. In addition, the cost of companions will be greatly reduced, as well as the price of upgrading them. You can read more about the update at the link below.

(Source: Neverwinter)

DarkScape Drops Multiple Banks, Multiple Grand Exchanges


JagexLauncher 2015-09-21 20-03-33-20

The whole point of experimenting is to test new ideas, and that means a high likelihood that those ideas will be scrapped as unusable for one reason or another. In DarkScape, today’s update marks the removal of the three separate bank and Grand Exchanges. In order to add danger to DarkScape, Jagex had separated the world into three separate ‘risk’ areas with three separate banks and three Grand Exchanges, requiring players to smuggle items between them in order to move resources around the world.

Beginning today, players will be able to access all three banks from anywhere, although they will remain as three separate tabs. In addition, the medium and high threat exchanges have been shut down, returning any items/gold from unfinished sales. It is also possible to teleport from lower risk to higher risk areas while carrying items, but not vice versa.

(Source: DarkScape)

Gamers Gather In Mourning of Paris Attacks


WGozHVB

As the events in Paris continue to unfold, a number of gamers in Final Fantasy XIV and World of Warcraft have taken to setting up vigils in their respective games to honor the victims of the attack. Players in Final Fantasy have gathered in the amphitheater on the Balmung server to hold vigil, with several GM’s in attendance, while scores of World of Warcraft players gathered in Dalaran to do the same.

MMO Fallout hopes that you and your own stay safe, and send our thoughts and prayers out to those who are in, or have family/friends in and around Paris.

Deadman Adds Attack Priority, Separate Your Victims


deadman2

Yesterday’s update to Old School brought in some much needed, and popularly requested, changes to Deadman Mode, the recently released hardcore game mode for RuneScape. Players can now opt to separate how the game prioritizes targets, making it possible to navigate crowded areas without accidentally attacking another player. The update will come in handy in banks and guarded towns where a simple misclick can result in heavy losses.

The update also changes how looting on death works, with killers receiving the most valuable bank key from their victim rather than the oldest. Bank keys are dropped on death and allow the killer to steal twenty eight of the player’s most valuable item stacks from their bank. You can read the entire changelog at the link below.

(Source: Old School RuneScape)

Trion Introduces $20 Early Access Pack, Bumps Existing Packages


Devilian 2015-10-22 16-00-50-32

If you’re looking to buy into Devilian but don’t want to shell out the minimum $50, Trion Worlds has a new package for you. Available as of yesterday, the base Devilian package now costs $20 and includes beta access, a two day head start, a corgi companion that comes with extra inventory slots, fifteen days of patron, and two inventory rows. To compensate those who already bought the more expensive early access packs, Trion is sweetening the deal with extra bonuses.

The upper packs now include gemmed talismans (3 for $50 and $99, 10 for $150), experience and gold boosting items, with the most expensive pack receiving a 24-slot bank expansion item.

(Source: Trion Worlds)

Elder Scrolls Online: Orsinium Game Pack Now Available


eso 2014-04-20 15-54-36-52

The latest game pack for Elder Scrolls Online is now available for purchase, billed as the largest DLC game pack to date. Orsinium clocks in with over twenty hours of story content, not to mention new dungeons, new powerful equipment, a new solo challenge, and more. The update brings in content to all players with a new grouping tool that allows for cross-alliance dungeons, gamepad support, shield dyeing, and a new crafting style.

Orsinium costs 3000 crowns to purchase and is available for free to subscribers.

(Source: Zenimax press release)

Get Trove/Devilian Goodies In This Week’s Humble Bundle


Devilian 2015-10-22 15-56-43-44

Trion Worlds is taking part in the latest Humble Weekly Bundle with a few goodies for two of their games. For this week and this week only, you can get your hands on the Humble Extra Life bundle for Trion’s upcoming ARPG Devilian. The package includes access to all Devilian beta events as well as a cosmetic halo override for all of your characters. Over on the Trove side, pledging more than the average (currently about $3.16) to receive an exclusive helmet.

The fiery battle helm that once graced the head of the mighty Phoenix King can now be yours! Show off your unmatched style and light up every room (literally) with a hat made of flames – all for a great cause.

The bundle also comes with Jazzpunk, How to Survive, one month of X-Split Premium, Overlord, with How to Survive, It Came From Space and Ate Our Brains, Overlord II, and Shadowgate if you pledge above the minimum. With $9, you can also grab Secret Ponchos. The bundle runs out November 12th.

(Source: Humble Bundle)