Jagex Devotes February To Old School QoL Updates


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Old School RuneScape operates on player majority for content, requiring that 75% of the voting community agree to an update before the team is allowed to put it in. In a recent blog post, the Old School team has announced that February is being devoted to quality of life updates, with a new poll running each week to determine player interest in small tweaks that have been popularly suggested through the forums and various other avenues.

The current poll runs until February 1st and covers issues like skipping questions, increasing click areas to make certain objects easier to select, and boosting experience rates on two agility mini-games. Jagex evidently hit the mark on how popular these questions are, as every single option is currently beating the 75% margin by a mile except for the poll to add a spell allowing players to convert wine to wine of Zamorak.

(Source: Old School)

Column: Jagex and the RuneScapes


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I’ve written quite a bit about Jagex and the issue of “not-RuneScape” in the past, and while I penned an editorial about its history over at MMORPG.com earlier last year, I’ve been meaning to give the topic another look for quite some time. If you aren’t acquainted with Jagex’s history of developing games that are not RuneScape, I highly recommend reading that article before you continue here otherwise it’ll probably look like I’m just trashing a successful company for no reason. It’s a long history of failed “hobby projects,” mismanaged and abandoned long before anyone would bother to inform the public.

So since my last full editorial in 2012, there has been a lot of stuff going on at Jagex. Transformers Universe went into beta and, as I suspected, it fumbled the ball at the two yard line and Hasbro pulled the IP. Block N Load launched and has subsequently plummeted in traffic, relaunched as a free to play game and has been on the decline ever since. The winter league was a mess and ended in a cancellation due to the number of teams dropping out. Carnage Racing, released on Steam in 2013, can no longer be purchased and its online was shut off with no announcement if you read the forums. It looks like Jagex pulled out of publishing Entropy since they are no longer credited and the game has a monthly average of six users.

But something else happened in that time frame, Jagex successfully launched Old School RuneScape. So successfully, in fact, that Old School has surpassed the population of RuneScape 3. It launched as a snapshot of what the game was like back in 2007 with Jagex talking about how they might make a few small changes here and there, and it has grown into a separate title entirely, one that continues to receive substantial content on par and possibly even better than its bigger budget big brother considering the team size.

If I had to comment on Old School, however, I’d say that the original point I made years back still stands: That RuneScape is Jagex’s sacred cow, and that any venture outside of that property is doomed to failure. Old School RuneScape was an experiment that went right, but at the end of the day it is RuneScape. It’s like the model train you pull out of a box in the attic. While you dust it off, give it a fresh coat of paint, and make some additions to it, its core remains the same. The guys and gals working on Old School made the right choice by allowing the community to dictate what updates the game is allowed to receive.

RuneScape Chronicle is in beta right now and we’ll have to see how it does considering that while it is based on the RuneScape lore, it isn’t RuneScape. There is still the MMO that Jagex announced earlier last year that may or may not be Stellar Dawn. Ace of Spades and Block N Load are still online with their small communities.

But who knows where Jagex’s new CEO will take the company. Mark Gerhard apologized a few years ago for treating their non-RuneScape games like “hobby projects.” We’ll have to see what direction the company takes under Rod Cousens, and I’m holding on to faith that the company can break ground into games that are not RuneScape.

In the meantime, check out our interview with Jagex on Deadman Mode from last year.

Deadman Polling Death/Combat Changes


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Jagex has announced that notable changes to Deadman mode will be coming in a future content poll. The latest developer diary details a number of content additions to be added in the upcoming player poll, including additions and tweaks to the recently released Zeah continent. Among the changes, however, are two key tweaks for Deadman Mode content. The first, whether the community will approve of new players receiving a six hour grace period during which they cannot be attacked. The second, whether or not killing a player more than forty levels below you will no longer generate a bank key.

Other Deadman updates include a timer on login similar to that found in pvp worlds, the ability to obtain dragon claws as a very rare drop from dragons, and adding pvp armor to wilderness boss drops. Voting opens soon.

(Source: Deadman)

RuneScape Classic Open To All Again


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In celebration of RuneScape’s 15th birthday, Jagex has once again made the oldest iteration of the game available to the public. Starting today and running through mid-March, players can log in and secure themselves indefinite access to the classic servers with all of their old school glory. Your account from RuneScape won’t transfer over, so if you haven’t played before you’ll be starting over.

The availability of RuneScape Classic is limited to current RuneScape members. If you are a member and wish to take advantage of the open window, head over to the official page and log in with your current RuneScape account from 11 January at 12:00 UTC until 11 March at 12:00 UTC. Once you’ve made a character, you will have access to RuneScape Classic whenever you want to play it.

RuneScape Classic remains online for the remaining community that continue playing as well as players who would like to see how the game looked pre-2004. Due to the ease of cheating, the game is mostly closed off to the public with small windows of time where new players can obtain access. The last time that the servers were open to new players was 2011, at which time Jagex claimed that the game would not be opened to the public again. Whether the current event is a one-off exception is unknown.

(Source: RuneScape)

Old School RuneScape Launches New Continent


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With RuneScape celebrating its fifteenth birthday this year, Old School players have a lot to look forward to in terms of new content. With today’s update, players will be able to explore the first region of Zeah, a whole new continent set to launch over the course of 2016. The first area available is the city of Great Kourend, with five families fighting for control. Players can help any of the five families in return for access to new weapons, armor, and other resources and skill training areas.

“Our dedicated development team has been beavering away on Zeah for quite some time, so it’s fantastic that we can finally unlock the doors to Great Kourend,” said Mathew Kemp, product manager, Old School RuneScape. “The launch of an entire landmass exclusive to Old School RuneScape over the course of 2016, and the new content it will bring to our excellent community, is really exciting. Zeah also underlines the success Old School has experienced since its launch in 2013.”

The rest of Zeah is set to release over the course of the year. You can read more about today’s update at the link below.

(Source: Old School)

RuneScape Is 15, Brings Back Andrew Gower For New Quest


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It’s hard to believe that, as of next year, RuneScape will be older than some of its players. Launched in 2001 as a project by Andrew Gower, RuneScape exploded in popularity to become one of the most played games on the internet. In its fifteen years, the browser MMO has spawned two major upgrades as well as several spinoff versions including the upcoming card game Chronicles. To celebrate the anniversary, Jagex is planning on making 2016 a big year for content.

“To reach this incredible 15-year anniversary milestone is astonishing for everybody working on RuneScape, especially as it continues to experience a fantastic resurgence of players. It is testament to our loyal, passionate, and growing community, that the development teams at Jagex can continue to tell new stories within the world of Gielinor,” said Phil Mansell, vice president, RuneScape.

Founders Andrew and Paul Gower are set to return as guest designers on their own quest, Gower Quest, due to release in Spring 2016. January brings with it the invention skill, the first in a line of ‘elite skills’ introducing new ways to level up your character. Using invention, players will be able to dismantle equipment in order to use the components to upgrade their other gear. Further into the year marks the launch of RuneScape’s newest client, bringing better performance and higher graphical fidelity.

(Source: Jagex press release)

Jagex Announces Seasonal Deadman, $10,000 Tournaments


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With Deadman now six weeks out of launch, Jagex has revealed their plans for the game in the upcoming year. As previously discussed in our interview with Mat K, part of the idea for next year is to have seasonal deadman, a separate set of servers that run on independent rules and are wiped once the season is over. Seasons could, for instance, have higher experience rates, or equipment unavailable in the standard game.

Prior to each season we will allow players to decide if they want additional rules for that season. For example, you may want a season with Dragon Claws, PvP armour or other things. Please do let us know what ideas you have for the Deadman Mode Seasonal servers.

The top five thousand players from each season will be able to participate in a special tournament, with the last man standing receiving $10,000 as a prize.

(Source: Deadman)

Deadman Updates To Curb Griefing


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Deadman Mode, the hardcore pvp version of Old School RuneScape, has been updated with a small but substantial change to curb griefing. Following criticism from the community over ‘suiciding,’ the act of high level players attacking and killing low level players before guards can react, Jagex has altered how death works in guarded areas. Beginning today, players who die in a guarded area with a skull will lose 10% of the experience in protected skills. Those without a skull will not, however they will still lose 25% experience in unprotected skills.

The update has received mixed reactions, with some stating that the punishment isn’t severe enough and others pointing to the ease with which players can drop items before they die to retrieve them upon respawning. DarkScape had gone around this issue by making all items appear automatically when dropped.

(Source: Old School)

Jagex Talks: RuneScape Deadman Mode


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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.

DarkScape Drops Multiple Banks, Multiple Grand Exchanges


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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)