RuneScape’s Infrastructure Needs Work, Jagex Admits


Consider this a serendipitous moment. Jagex’s latest bonus experience weekend has come and gone, and it was certainly an eye opening event for the developer. While previous weekends ran as members only events with the experience bonus degrading over time, this weekend the event was open to everyone, at a flat rate all weekend. In fact, as Jagex points out in the weekend wrap-up, over 4.4 million hours were played collectively. Unfortunately for the players, the weekend of fighting, looting, farming, fishing, and cooking was held back by an uninvited guest. Players experienced great difficulty logging in over the weekend, and those who were able to log in were hindered by severe lag which lasted the entire weekend.

This level of activity was unprecedented, and at peak times some worlds experienced notable lag. The log-in servers also felt the strain, meaning that some users had difficulty logging in or switching worlds. While we kept everything running over the course of the 48 hours, we’re aware that this was frustrating to those of you who were affected.

Luckily, Jagex is treating this as a learning experience. As a result, the team is working hard to upgrade the game’s infrastructure and optimize the engine. And hopefully the next event will not face the same issues.

(Source: RuneScape website)

Jagex: Just Kidding, Double Experience Is Fine With Us


Back in July, Jagex announced that they were through with double experience weekends. According to Mod Mark, the bonus experience weekends carried a negative effect on the game’s overall economy by encouraging players to hoard large quantities of raw materials, and the subsequent dump of finished goods on the market that followed. Since then, Jagex has supplemented double experience with items from Squeal of Fortune and quest rewards that grant double experience. Still, holding Jagex’s long term corporate policy to the post of a staff member may not be the most trustworthy source, since Jagex has a long habit of moving in the opposite direction of their statements.

Beginning the 27th until the 29th, members in RuneScape will enjoy a double experience weekend, with some heavy alterations to the formula. Unlike previous weekends, where the multiplier began at 2.7x and would slowly tick down over ten hours to 1.1x, the bonus experience starts at 2x and does not tick down over time. Additionally, non-members will also be able to get into the action, but will only receive a 20% bonus to their experience gain.

Additional double experience weekends are likely to come in the future.

(Source: XP FAQ)

Transformers Universe Comic Con Trailer Released


Jagex has released a new trailer for Transformers Universe. The trailer is made up 100% of in-game realtime footage, and shows off a bit of combat, travel by vehicle, and a few characters from each side. Transformers Online now has a release date of 2013.

Taco Tuesday: If I Could Turn Back TIme


It is Tuesday and that can only mean one thing. I am either neglecting my patients for the delicious meat-stuffed corn tortillas down in the cafeteria. One of the greatest, or perhaps the greatest, fifty two days of the year. Taco Tuesday is where we get together to reminisce, throw together new ideas, or even think about how we would improve on those we’ve already made. Now if you hadn’t already figured since I make a weekly column about it: I love tacos. Soft shell, hard shell, with the fixings, steak, chicken, fish, venison, vegetarian, really it doesn’t matter. What I don’t like is when the chef prepares a delicious sauce made of rat poison and then decides to apply it to my food after I have already bought it. No refunds.

So for this week, I’d like to talk about various “events” that should have been thrown out while still just a thought in someone’s brain.

5. Planetside: Core Combat

It isn’t often that an expansion can actually damage the game it is attached to, but Core Combat managed to pull it off anyway. Core Combat introduced the idea of caverns, underground areas that could only be accessed by constantly active/inactive portals, where players would battle it out over ancient technology. By capturing nodes in the field below, players were then able to bring those modules up to the surface and gain access to equipment that placed them above their standard, non-alien tech using foe.

The caverns in Core Combat were a pain to get to, a pain to navigate through (a series of small floating bases connected by zip lines), all for a reward that wasn’t really worth the effort. And as a result, the caverns below each planet were about as populated as before the expansion went public: Zero.

4. Allods Online And Its Cash Shop

I remember years ago calling Allods Online as the Free To Play World of Warcraft, and for what its worth I still think the game had a shot at winning that title. Playing in the beta all those years back, Allods Online offered for the subscriptionless crowd exactly what World of Warcraft offered for the subscription crowd back in 2004, and we loved it. Allods Online had depth, the content was polished and the game looked great to boot. And the content promised by gPotato had us foaming at the mouths.

And then the cash shop was introduced. One mistake after another, from inflating prices 10x between Russia and North America/Europe to the whole system of “pay us when you die,” mechanic, the combined powers of Astrum Nival and gPotato managed to not just make poor decisions for the game’s cash shop, but both developers ganged up on their PR departments and made a note of beating them to a bloody pulp. In the case of the Fear of Death mechanic, Astrum Nival portrayed an astounding ability to learn absolutely nothing from its community, and replace the temporary debuff with a permanent debuff. Needless to say, Astrum Nival learned its lesson, but not before Allods Online had relinquished its title as the next World of Warcraft, and set fire to that massive pile of money that the community was just waiting to hand over.

So where do we find ourselves in 2012? Allods Online is a great game, now that many of the cash shop problems have been ironed out. Unfortunately, the game has burned so many bridges that its once-loyal fans aren’t coming back.

3. Jagex And The Great Fansite Lawsuit

I’ve always said Jagex has had an interesting relationship with its community. In the eleven years since RuneScape’s inception, much of that time has been one arm over the shoulder, the other holding a gun to the customer’s back. Sure, the Jagex of old appreciated fans creating websites, but if you mentioned one you could be permanently muted. The old Jagex that held Q&A’s with its community to fight off the idea that they were closed, but the Q&A could predictably hold more than half of the answers being “I can’t answer that now,” with nothing of substance stated. While Jagex has improved its community relations exponentially under Mark Gerhard, there are still old wounds yet to be closed.

But Jagex’s lowest point in PR has to be in 2006 when Tip.It published an article titled Biased Banning Raises Brows. The article sharply criticized Jagex’s banning policy, from vague bans for apparent advertising and inappropriate conduct, to banning families/friends playing on separate computers from the same house (and thus the same IP address), accusing them of being one person multi-boxing. The article also discussed the banning of players with names that would make sense in other languages, but might sound inappropriate when directly spoken in English, and Jagex’s policy of allowing accounts to exist for months, if not years, before banning them without warning and without the ability to change their names. On Tip.It, the article generated quite a bit of discussion with players offering their own stories of over-the-top permanent bans for minor offenses, or misunderstandings on Jagex’s part (banning one player for impersonating a moderator, the person in question simply expressing a desire to one day become a moderator).

So how did Jagex respond to the thread? With grace. Founder Andrew Gower showed up on the Tip.It forums to deny the claims in person. Oh and he threatened to sue the author for libel.

We are considering legal action against the author of this article on the basis of libel. It would be within the author of this articles interest to remove it and contact us immediately.

Now RuneScape was too big by 2006 and this event was too isolated to cause any PR damage, but I like to think Andrew Gower might regret having flown off the handle and seriously considered launching a frivolous lawsuit for the purpose of shutting up some random guy on the internet.

2. Monte Crisco Asks For Subscription

Of course I’m talking about Cities XL, a game some of you may not remember. Cities XL was a city building MMO by Monte Crisco, allowing players to choose between playing online or playing offline, with various perks and setbacks for either play mode. Players online were able to trade resources between cities, work together to build monuments, and generally accomplish what Sim City had not yet attempted. Then Monte Crisco added a subscription.

In order to play online, Cities XL required a subscription fee. The service itself was nowhere near worth the $10 a month Monte Crisco expected players to fork up for the ability to trade between cities, and lose their cities should they stop paying. Cities XL released during that period where multiple different types of products were attempting to launch with subscriptions attached, and like many of its fellow experiments, when it died it left a bankrupt developer. Monte Crisco went bankrupt and the sequel, Cities XL 2012, was developed by Focus Home Interactive.

1. Announcing MMOs Too Early

I bet you thought #1 would be about Star Wars Galaxies didn’t you? Well Galaxies is dead and that issue has been beaten to death. I want to talk about vaporware, in the sense that some MMOs are announced way too early, and the developer either attempts to hype it up all the way to release, or they go silent for the following decade and everyone assumes that they’ve died at the computer screen from malnourishment. Take Darkfall for instance. Darkfall was originally announced in 2001 and released in 2009. Funcom originally announced Anarchy Online’s new engine upgrade in 2007, and Half Life 2: Episode 3 was supposed to be finished five years ago.

Point being: It is important to have a game in a realistic state before you begin talking about it.

The Future of RuneScape: Jagex Talks RuneScape 3


In a recently released live Q&A, Jagex talks about RuneScape 3, the next iteration in the RuneScape development line. Noting that the Evolution of Combat update coming later this year is not the same as RuneScape 3. Instead, Jagex views a set of benchmarks as what would constitute RuneScape 3, being an overhaul in the overall experience. Over the next couple of years, the aim is to improve the experience in audio, graphics, the interface and world map, among other features. With the introduction of HTML5 support, coming soon, is that the game will look and sound better, as well as run smoother than the current Java platform.

Unlike when Jagex introduced RuneScape 2, and allowed players to continue playing RuneScape Classic, RuneScape 3 will not leave behind RuneScape 2 servers. The reason is that RuneScape Classic to RuneScape 2 was such a massive update to the game that Jagex could not seamlessly bring players over, where as RuneScape 3 is seen as a natural progression of the game. There are no plans to release classic versions of RuneScape 2 servers. Additionally, Jagex is actively working on getting RuneScape working on additional devices, aiming at possibly next year.

A lot of what Jagex talks about is still rather cryptic. Among the features teased are the ability to gather items during normal game play to offer up to a player’s chosen god. The details are scarce but it seems to imply that some form of factional system is coming to RuneScape, allowing players to choose which gods they want to support. Another goal is to make player vs player combat more enticing, especially to players who normally would not bother with the activity. Additionally, there are two skills as well as player owned shipping ports coming next year.

There is plenty more to find out in the video, which is well over an hour long.

(Source: RuneScape Q&A)

RuneScape Reverses, Apologizes For Bans


Here on the internet, we go by a policy of stuff happens. Unless you are licensing your engine in which case the blame can be placed on the engine creator. And when it comes to big updates like Jagex’s latest bot buster, you could also go by the Texas rule of you can’t make an omelette without accidentally shooting a customer or two. So when Jagex implemented a recent update, the result was a number of players being falsely banned.

Unfortunately, whilst updating our systems, a human error occurred which resulted in the accidental banning of a selection of online accounts. These bans have now been reverted and we will be rebooting the servers shortly to ensure that all accounts can log in as normal.

Some players are still reporting that their accounts have yet to be unbanned due to this mistake.

(Source: Facebook)

Bots Are Choking To Death In RuneScape


It must be Christmas. No, my calendar says September. This week (hopefully) marks the reveal of Botany Bay, and on Sunday Jagex announced that they would begin silently banning bots starting Monday. Well the bans aren’t exactly silent, as players are spotting (and video taping) bots spamming gold farming websites in key areas. The bots have been recorded spamming for several minutes, before inexplicably choking and dying, presumably being banned thereafter.

This month, Jagex announced a new method of detecting and banning bots, both collection and advertising, as well as a way for players to take part in the process and sentence bots to death in a Salem-esque trial. Why the flashy, and rather unnecessary, showmanship? When you spend most of your time banning bots, sometimes you want to have fun doing it, according to a recent Q&A. The alternative goal is to give the players instant feedback that the developer is indeed taking action against bots and gold farmers.

Jagex Announces Upcoming Bot Ban, New Account Security, HTML, and More


Suffice to say, there has been some animosity among the RuneScape community lately with Jagex’s increased focus on their cash shops (Squeal of Fortune and Solomon’s Store). Mark Gerhard has taken to the RuneScape front page to pen a letter to the community addressing concerns over Solomon’s store and the future of RuneScape. In the letter, he states that great care is taken to ensure that anything offered on the store does not affect the integrity of RuneScape or Jagex. Over the past year and a half, the RuneScape team has doubled in size.

We place immense value in our – and your – game’s integrity, feedback from our community, and continually improving the game experience for all, and we have a strong track record of making decisions in this area that we know may be sub-optimal, commercially speaking, but represent our values. For example, we know that directly selling gold, XP or even accounts would generate between 10 to 15 times more revenue than Squeal or Solomon’s Store generates combined. However, we simply won’t do it, because we don’t believe it’s the right thing for the long-term health of the game.

Gerhard goes on to address bots, spam, and account security:

This week, you should notice a significant reduction in gold farmer spam. Over the course of the next few weeks, we will not only be launching our most comprehensive and formidable anti-bot update but players will also see a significant upgrade to their accounts’ security to protect against phishing and hijacking. This is called Jagex Account Guardian, and we’re introducing it within the next two weeks.

Finally, the letter offers a screenshot toward a future RuneScape update, running the client via HTML rather than through Java (pictured above), and notes that there are already plans to bring RuneScape to additional platforms.

We will have more coverage of the anti-bot updates as they appear, which will be “over the next few weeks.”

(Source: RuneScape)

Jagex Begins Selling Extra Bank Spaces In Cash Shop


File this one under undermining your own values. A good long time ago I reported that Jagex was considering adding an authenticator-style security dongle to RuneScape, an idea that was scrapped after community backlash over a very simple perk. In order to encourage people to buy the dongle, Jagex wanted to offer a small expansion in bank space. Ultimately, of course, the reason Jagex gave for the withdrawal was that the company considered selling bank space as an unfair advantage, and that doing so would violate the company’s policy of not selling in-game advantages for cash.

Welcome to 2012, Jagex. In today’s update, players are now able to buy bank space. Not just a small amount of bank space, up to 250 extra spaces. Nonmembers will be able to expand their bank up to 4.2 (over the current 78) times its current limit, and allow members to increase their bank space by around 50% (over the current 468). Each expansion costs approximately $8 and offers 50 extra bank spaces, the whole group will cost around $40.

So did Jagex lie about the Bank of RuneScape image being fake, or was the appearance of the image last week just a really well timed coincidence?

(Source: RuneScape)

Everquest II's Goblin Games Seems Inspired By Squeal of Fortune


I have to imagine that somewhere out there, at least one person has stopped playing RuneScape because of Squeal of Fortune, and wound up playing Everquest II instead. The odds are low, incredibly so, but with time my mind seems to think that such a person must be, and gee, will this news stink. For the uninformed, Squeal of Fortune is a cash shop game on RuneScape where players receive spins either through in-game activities, purchased through the store, or daily as an allowance. The mini-game is hosted by a goblin and has the chance of winning gold, resources, and equipment.

Today, Everquest II revealed the latest update: The goblin games. In this mini-game, players are issued tickets on a monthly basis, depending on their membership status, with the option to purchase more on the cash shop. Those tickets can be used to play one of several mini-games, each of which ultimately ends up in the player receiving a loot box that offers a random item from the list.

So what are the differences? In RuneScape, spin tickets are given on a daily basis while in Everquest II free tickets are offered monthly. Both games offer one ticket to free players and three to members (in RuneScape it is normally two, three for the summer event). In RuneScape, spins cost approximately $5 per ten tickets ($.50 per ticket) with bonuses for higher quantities, while in Everquest they cost $1 per ticket with no option to purchase in bulk.

Maybe I’m just reading too far into this.