Jagex Releases Chat Logs Of Banned Players


kill

Yesterday we reported a backlash forming on the Old School RuneScape subreddit by players angry over multiple account bans that been instated over the previous night. Several accounts were allegedly banned for harassing a streamer, with players brigading the subreddit demanding proof in the form of chat logs that the players were legitimately punished.

While Jagex initially refused to release the chat logs, product manager Matthew Kemp has posted several redacted chat logs of the guilty parties.

The harassing streamers/players comment was used as that was why these accounts were initially looked into. The bug abuse rule was used as it was an appropriate length of punishment for the offence. Our systems do not work by applying a mute or ban and then deciding the time, but by choosing a rule which has been broken and applying a predetermined punishement. This system is not the best for all circumstances but we have to work with what we have.

Unsurprisingly, people who break rules and act toxic in games still lie and pass the blame when they are eventually punished. Even less surprising is that other toxic players on the subreddit have moved the goal posts as an excuse to ignore the proof that they demanded just yesterday.

(Source: Reddit)

Jagex Responds To Old School Ban Controversy


scapesold

Old School RuneScape’s Community Manager took to the game’s subreddit today to address a controversy that sparked up over a number of accounts getting banned overnight for alleged harassment of a popular streamer. According to player allegations, people were banned for the simple act of standing near the streamer while playing emotes.

The story Jagex is telling is very different from the one being passed around between members of the community. According to Jagex, the players were banned for a string of racist and abusive messages, and that only one person was permanently banned which was for dressing up as a KKK member.

Recently, several players were banned for repeatedly harassing a number of people within the community. We want to make one thing clear in this post: the actions of these players were completely unacceptable and we will not tolerate racism or harassment in Old School RuneScape.

The post goes on to state that Jagex took action on players who “spent their time spreading racism hatred, and abuse throughout the game.” Later on in the same Reddit thread, Kemp explains that the reason players were banned for “bug abuse” was because of the length that the ban carries.

Jagex has refused to publish the transcript evidence of players banned for abuse, due to not wanting to publicize the activity and out of fear that it would create a precedent obligating the company to release the transcripts every time someone demands it.

MMO Fallout will update if we get any more details.

 

(Source: Reddit)

Jagex Details Less Punishing Deadman Mode


scapesold

A new blog post up on Old School RuneScape’s forums offers new details into new changes coming to Deadman Mode in this season and next. The ideas change how players will lose experience, items, changes to the end-game tournament, and more.

Foremost, this season will bring changes to how much players lose upon death. The number of items lost on death will be reduced from 28 bank items down to 10, rewarding player killers while also not completely wiping out a player’s stash if they die a couple of times. Death to a much higher leveled player will incur less of an experience loss than someone closer to your own level, while new players will receive a six hour immunity and increased experience gain during that period. The teleport delay will be removed for unskulled players, while un-noting items at a bank will be made a bit more time consuming.

Next season will see the Grand Exchange being added to Deadman seasonal to reduce the time spent buying and selling items that could be better spent murdering your fellow players. The experience multiplier will also change to give a better boost at lower levels. Deadman Invitation #2 will make changes to the killer fog that ushers players into tighter spaces, while the winner will be declared based off of kills rather than total level in case of a tie.

As always, Jagex is soliciting feedback on the forums. You can read the entire developer blog at the link below.

(Source: Deadman)

Jagex Product Manager Weighs In On Classic Servers


scapesold

The recent shuttering of Nostalrius, one of World of Warcraft’s biggest private servers, has been rippling throughout the gaming news and leaking into the regular press. Part of the discussion has turned to both the feasibility and potential that legacy servers can offer MMO developers.

Here at MMO Fallout, we’ve pretty heavily covered the ongoing successes of Old School RuneScape, a service that began as a snapshot of the game as it was in 2007 and has gradually expanded thanks to community feedback. The game has even incorporated Deadman Mode, a hardcore spinoff that itself spun off into a seasonal eSport event. We even had a chance to talk to Jagex about Deadman mode in its earlier stages.

You can read the entire piece at Kemp’s Linkedin here or below.

Building on the past: How RuneScape’s official legacy server avoided cannibalism and became an eSport

It’s more than three years since we had our first discussion about releasing legacy servers for RuneScape. However, we can now say that releasing Old School RuneScape was one of the best decisions we ever made. Since Old School RuneScape’s launch in February 2013 we have seen just short of seven million players log in with over two and a half million becoming members.

During that time Old School has of course faced a number of challenges, but here’s how we overcame them and how we took a version of RuneScape from 10 years ago and made it relevant for todays’ gamers.

The legacy risk

During the early discussions there were of course many concerns such as: Was it even possible? How long it would take? And, whether there was the potential for cannibalisation of the existing RuneScape player base? We knew our players wanted legacy servers, as with most MMORPG communities they were not shy in telling us what they wanted. Even though we were quite certain about the initial surge of interest these servers would get, we wanted to test this so we asked our players via a poll if they would play. When half a million of our customers said they want to play it… we kind of had to do it.

Another big question mark was whether the legacy servers would have any longevity. To manage this risk a small team of three people was put together to manage the servers and community until the initial interest had died down, at which time resources could be reallocated.

The risk seemed low, allocated resources could all be temporary, and with half a million players saying they would like to try it, the risk of cannibalisation was outweighed by the potential for new customers. At the very least, Old School RuneScape would be a quick nostalgia hit for disenfranchised players.
With legacy servers comes legacy technical debt

Once Old School RuneScape had launched it quickly became apparent that the community wanted game updates. However, initially we were very limited in what we could deliver. Since RuneScape as a game had progressed during the intervening years, so had all the tools we used to develop it. We were in the unenviable position of having to recreate all the tools we used to develop the game back in 2007 so we could update it. At no point had anyone thought, “We ought to keep all these old versions of the development tools just in case.” I mean why would they?

The lack of development tools was not our only technical debt, we had to rework anti-cheating software, optimise areas of the code, and fix some pretty major bugs for a second time.

Community tribalism

Something which should not really surprise anyone is that there was a rivalry between the communities of the Old School RuneScape and RuneScape. Over time this rivalry increased with the Old School community taking the stance of being purist, and the RuneScape community positioning themselves as progressive.

Although the Old School community saw themselves as purists they still wanted change, so to ensure the rate of change was acceptable to those players we allowed them to vote on every update that happens to the game. If 75% of those voting did not agree, the update didn’t happen. This gave a very strong sense of ownership of the game to the community; they were in control.

What was a surprise was that the tribalism shown by the community started to manifest itself among the development teams. As the small team was left to get on with things they developed their own ways of making things happen without relying on other teams. Although this self-sufficiency might be much sought over by many people, it has a hampering effect when it has to fit into companywide objectives and strategic planning across products.

It came to a point where the Old School RuneScape team needed more integration into the wider RuneScape studio. This was achieved by creating stronger relationships between staff and line managers that traversed different teams, as well as including the Old School team in more of the studio level decisions.

Game positioning

After about six months we started to see player numbers settle and we could see that very few players migrated between Old School RuneScape and RuneScape. What we were not seeing was one game cannibalising the other, so we wanted to understand why a player would play one game and not the other.

Through a series of surveys and data gathering from the game servers we saw there were some distinct reasons why people played Old School RuneScape. The three key reasons were the old combat system (which was changed in the main game in 2012) the grinding of levels, and the straightforward membership monetisation model. This made it very easy to position Old School RuneScape as complementarily to RuneScape and give us a very clear direction of where the game could go. More importantly, it identified areas we could branch into much more effectively than we could have done with
RuneScape on its own.

For example, the old combat system leant itself well to PvP combat, which in turn allowed us to take our first steps into the eSports market last month with considerable success.

When legacy becomes THE legacy

Although the initial impact of legacy servers on RuneScape was expected to be short and sweet, it has grown into a major part of Jagex’s business. The Old School team is now five times the size it was when it started and has more members than the launch period, showing it can reach out to a wider market than the initial audience.

The modernisation of RuneScape meant tensions increased between the traditionalist and progressive RuneScape player base. However, Old School RuneScape gave the traditionalists a safe home and allowed for the continued modernisation of RuneScape without alienating a key part of our player base.
There have been challenges in overcoming the technical debt that suddenly appeared, as well as, ensuring that the product sits well within a wider business. However, it offered something our existing games did not offer and has allowed us to start expanding the RuneScape franchise into new areas such as eSports and streaming.

By keeping the risk of legacy servers low and being focused on how they can grow the franchise, this adventure has just started.

Mathew Kemp is product manager for Old School RuneScape at Jagex Games Studio.

Old School RuneScape Teases April Updates


scapesold

April is set to be a busy month for Old School RuneScape, and players should probably take a look at what is in store for them in the month ahead. For avid clue hunters, April will introduce a new tier of clue scroll introducing new puzzles, challenges, and rewards.

Player ID is a topic generally only discussed by the more long-time fans. It is an unseen number that determines where your actions sit on the server’s priority list when it comes to dealing damage, picking up items, pretty much anything. A player with a low PID has their actions processed first, and can give some players an unfair advantage.

In the update later this month, the game will begin to prioritize player clicks much less frequently, allowing for more consistent fights.

April will also see more content from poll #41 added into the game. Players voted in said content poll to introduce bank placeholders, permanent daily spellbook swap, unlimited teleports with the quest cape, and more. Another poll will be released later this month asking players how Jagex should prioritize development going forward.

(Source: RuneScape)

Brace For Death, Deadman Season 2 Begins


scapesold

Welcome to Deadman mode. On these worlds, you die.

RuneScape’s Deadman Mode has proven to be a rather successful spinoff to Old School, requiring players to stay on their toes as death means heavy losses in experience, inventory, and bank. To keep things exciting, Jagex began a seasonal Deadman mode, allowing players to level up over the course of three months with the top two thousand players gaining entry to the Deadman tournament servers, culminating in a deathmatch tournament whereby the winner goes home with ten grand in real money.

Well the first season has come and gone, and its victor has been crowned and will be receiving his money. Season 2 has begun, and all seasonal server characters have been reset. Players can log into the new seasonal servers and start grinding away.

As usual, players on seasonal deadman will enjoy boosted experience rates at the cost of heavy losses on death.

(Source: Old School)

Jagex Devotes February To Old School QoL Updates


scapesold

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)

Old School RuneScape Launches New Continent


scapesold

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)

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)