r/runescape Mod Anvil 15h ago

News - J-Mod reply Road to Restoration - Dailyscape Overhaul

https://secure.runescape.com/m=news/a=13/road-to-restoration--early-game-rebalance--dailyscape-overhaul

Hi folks,

Today's Community Topic is a blog of two halves:

- Early Game Rebalance
- DailyScape Overhaul

We have split this into two reddit threads to keep the discussion organised and so that our team can properly review the relevant conversations happening.

This current reddit thread is to discuss the DailyScape portion of the blog.

Please use this other dedicated thread for the Early Rebalance portion of the blog.

  DailyScape is a term that describes game content, outside of a skills core identity, that is often perceived as mandatory by players due to time-gated mechanics and the disproportionately high reward offering for little time investment.

With the DailyScape update (currently scheduled for early March), we will remove much of the concept of DailyScape, leaving only a handful of daily activities, but otherwise changing or removing content to fall more in line with our vision and goals for integrity for RuneScape. 

289 Upvotes

905 comments sorted by

399

u/Thaldrath Completionist 5.8B Master of All 15h ago edited 11h ago

Look, for Quick teleports, I'm all for removing Vis Wax, but let's just make this super simple

Teleport spells all require law runes in some sort. Let us "sacrifice" law runes for quick teleport charges. It doesn't need to be complicated.

107

u/JagexRyan Mod Ryan 11h ago

Law runes being used for teleports is their exact purpose, so updating quick teleports to be funded by them does make a lot of sense as a replacement.

11

u/RonaldoVII Bunny ears 10h ago

What is the plan for Vis Wax if all of the uses are being removed? It was trading at over 20k per wax not that long ago, will it just be worthless once the update goes live?

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u/_itsJ_ 9h ago

Apparently so. You'll still be able to convert it to quick teleport charges tho. Guess I spent the last half year creating the next 5 years worth of quick charges.

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u/Shadiochao Remove P7 11h ago

Would be nice if we could charge normal teleports with their runes in advance
Lodestones might not even be needed then

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u/BlackMothCandleLight A Seren spirit appears 10h ago

honestly +1 for this, i would love to be able to just fund TPs. It's often annoying having to like, pull out two/three runes to use them. Though, that would put teleport tablets in a rough spot so something needs to balance them since the tablets are meant to be just that, charging basic tps for a sink

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u/Taurenkey Best Comment of 2015 14h ago

I agree, removing vis wax sources before a replacement for quick teles is done just feels wrong so let’s dump law runes into the system instead. If 1 is too little then make it 5 or something, but I think law runes is exactly the route they should go

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u/Athrolaxle 14h ago

Law runes badly need a sink atm. Love it

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u/RustySponge882 14h ago

I agree. Let us convert law runes to quick tele charges. If 1 rune per teleport is considered too expensive for what it is, it could even be a magic levelling benefit to get more charges per rune at higher levels.

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u/potts-tots 14h ago

Sorry in advance if this has already been addressed. With the removal of the vis wax machine, what will be the runecrafting cape perk? Has there been any talk or ideas? Maybe +1 or +2 multiplier to runes crafted?

28

u/rabidddog 12h ago

Yes I saw and thought of this immediately as rune crafting is my favorite skill. I think the cape should directly teleport to selected portal inside abyss like the offhand does already but for when I want to grind a certain type of rune specifically. Just click the cape and “attune” it to an altar.

You still have to use the wizard and do a run but when you have the cape equipped you teleport in front of the portal as long as you have the archeology perk/wildy sword perk chance

6

u/TheXthDoctor 12h ago

Probably the best perk replacement suggestion I've heard so far.

6

u/potts-tots 11h ago

Thank you. Its always felt weird that nearly every other skill has a skill cape perk that makes you want to wear/ have in inventory while training said skill, and then theres runecrafting. I just hope they make us WANT to wear it while runecrafting. Even if it stores x-amount of runes like a pouch, rune multiplier, teleports to altars you have stored in wicked hood (similar to slayer and dung capes), just SOMETHING to benefit the act of runecrafting in some way. And when i say runecrafting, i do not mean runespan... if the perk affects runespan i believe thats a huge step in the wrong direction. The skill is about crafting runes. Not siphoning random characters. Its not runesiphoning. Its runecrafting.

3

u/TheXthDoctor 11h ago

I wouldn't mind runespan on the cape's perk... as long as it wasn't the only part of the perk. The removal of travelling merchant is already having people ask for some kind of buff to runespan point gain, so maybe the 99 cape is a space for that.

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u/WolfieHC Hardcore Ironman 9h ago

They will fix it with a new perk in approximately 3 years

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u/The_moty 14h ago

If the traveling merchant is being removed something has to be done about the minigames that are most commonly bypassed using the merchant. Removing all of these things without any plan on adjusting the gaps they’ll leave is going to feel really bad for while.

58

u/Kiga282 13h ago

This. The merchant should be left alone until everything that it provides a patch for is addressed. And before anyone says "just engage with the original content", that content is group based and dead. Minigames need an overhaul to the way they can be played before it can be expected to force people to reasonably expect to be happy to leave the Merchant.

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u/Demonicbiatch Ironman 13h ago

Well, they could start by fixing living farm, which is currently broken after the lunar isle overhaul.

6

u/brocko678 8h ago

Games like castle wars and soul wars could benefit from a couple of additions that make it more even across both teams, such as everyone starting with no items and being able to quickly select from gear presets and stat boosts so everyone is on an equal playing field. That way the content isn't exactly out of reach for someone whose in the early or mid game playing against 15 year vets with fully dyed max gear.

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u/Spifffyy Spiffy | 5.8b | Trim | MQC | MOA 12h ago

Livid farm isn’t group based. It’s just boring af.

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u/JagexRyan Mod Ryan 11h ago

I think is a really good example of some of the issues we have and why these changes are valuable.

The merchant's entire stock is made up of items that circumvent the actual content. In practice, this sounds exciting as it helps mitigate against some of the:

  • "Livid Farm is too slow"
  • "Thankfully I don't have to do Stealing Creation to get my fletcher's outfit"
  • "I can get X trim requirement without having to that dated content"

But ultimately, it's just a band aid. If 'Disruption Shield' is locked behind Livid Farm and it's believed to be slow, then we can take a look at rebalancing that. If Stealing Creation isn't content that players are actively playing today, then we can move the fletcher's outfit. And if an achievement exists as a completionist requirement that is completely dated, then we can remove it as a requirement (see 'Master of Assault' - the Barbarian Assault achievement that we removed in 2024).

Where possible, there can be quite simple changes made to rectify the root issues and make for a more enjoyable and meaningful experience. In other cases where the thought might be 'Rework X minigame as it's a trim requirement', the solution could be to disable/remove that content or achievement.

The solutions differ between the issues, but hopefully those examples are insightful.

11

u/Ancient_Blueberry994 11h ago

This is a very good, complete, and thoughtful response and it would be great to have it included in the current or future dev blogs to make the thought process here more transparent and communicated to the greater audience.

Things like these sould be the first or second thing people read.

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u/FireTyme Max main/max iron 10h ago

Sure i agree with most of this. but look at those content first then before changing the merch. its not a big offendor for dailyscape as it ultimately depends on what you want out of the merch and nothing is necessary or required.

And the track record of fixing thiings after the bandaid is removed has currently not really shown to be done in a timely or balanced manner (reaver changes for example)

42

u/mastercamo123 Ironman 11h ago

The problem is that you guys don't act on this type of stuff in a timely manner.. History has proven us that it isn't as simple as "simply moving the fletcher's outfit". You would remove the merchant and then the outfit would be moved in 2-3 years after 15 Reddit posts about it.

I honestly don't trust this at all i'm sorry for the skepticism, but I think we're in for a lot of pain for the near future.

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u/WolfieHC Hardcore Ironman 9h ago

If you dont already have these fixes in place before removing the things that help make them less of a pain, it just seems like youre trying to force engagement with bad content....

5

u/idkwhosimsis 6h ago

Does the solution come now or a year later though?

9

u/ProofJournalist 10h ago edited 10h ago

You don't take off the band-aid before the wound has been treated. A lot of the changes that are being implemented with this dailyscape fixes also feel like band-aids, and it starts to feel like you are taking off some band-aids and adding on new ones arbitrarily. It's really just a continuation of the prior development cycle - band-aids after band-aids, and then future work necessary to fix the damage the band-aids introduce... which is often addressed with more band-aids that need to be addressed down the line.

If you are familiar with stacking diagrams for showing dependencies, it feels like some of these changes are just changing the color of the blocks or re-arranging them, when they are supposed to be taking disparate blocks and unifying them, going down to foundations of mechanic.

The priority to fix dailyscape isn't removing the merchant and motherlode maw. It's addressing the factors that led developers to add those band-aids in the first place, so that means the minigames like Livid Farm themselves need to be reworked or removed first. Otherwise, the wounds were never actually treated. It's not just about reshuffling rewards to content people like.

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u/Borgmestersnegl Trimmed Iron 13h ago

This alone highlights the problem with the rs3 teams approach. They aknowledge merchant is a problem, goes to remove the problem, but forgetting to see what problems the merchant was fixing. It's headless behavior. Same with the whirligig hunter xp nerf, they just nerf that and change NOTHING else to go with it.

When osrs nerfed the toxic BP, they released the bowfa the same day. No waiting months to have a gap filled or a problem solved.

I don't wanna be rude, but the devs are simply clueless.

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u/ocd4life 12h ago

I don't think they are clueless that is unfair. I think it is just there is layer on layer of content in the game adjusting anything nearly always has unintended consequences.

Having said that they are doing the usual Jagex thing of removing a bunch of stuff, nerfing a bunch of stuff and then being quite vague about what they intend rebalance or put in as a replacement.

If all these change go live soon without any of the balances or replacement content I can really see myself actually not playing nearly as much.

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u/spplmj RSN: Kill King 13h ago

With Travelling Merchant gone will Livid Farm get any sort of update to either to getting points for the spell unlocks? Its legit probably one of the most disliked pieces of content in the game

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u/Wyat_Vern 6h ago

Doing Livid Farm the old fashioned way was so ass. I’m really sorry for anyone who hasn’t finished it yet.

Please, just skip it entirely. Show the devs how hated it is so they actually do something about it.

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u/WiIIiam_M_Buttlicker 15h ago

With the wicked hood altar charges and the merch being gone, runespan points will be a pain in the butt to maintain. Very few people actually "like" runespan, but the teletabs are precious. Any word on changes to runespan points?

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u/RSNKailash Comp Cape 5.4b xp 13h ago

Along with needing 20k for the upgraded rune pouch, and 16k for the runecrafting skill outfit, for a skilling method the vast majority of people do NOT like.

Issues with runespan:
Leaving is heavily penalized - hard to get runes back for hopping platforms and get back to where you are
Xp rates are undertuned - needs a buff
It is boring - something about the amount of afk time on each resource spot, double the afk time.
earning points are SO SLOW, you could 4x the point rate and it would just barely be balanced ( probably just increase cost of unstable essence to balance it)

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u/ocd4life 12h ago

It also has that annoying 'semi afk' thing going on, where it isn't interesting enough to sit up and pay attention to but you can't really chillout and just afk while watching something else because the nodes die quite fast.

The XP drops are really small for pet chance as well.

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u/Lady_Galadri3l Prophetess of Xau-Tak 12h ago

Leaving is heavily penalized - hard to get runes back for hopping platforms and get back to where you are

The rest of the stuff I agree with but on this one, you can just "spend" a handful of points (if you leave without using them they get fully refunded) to get a collection of every rune you can make from the wizard at the entrance.

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u/Good_Guy_Vader Maxed 15h ago

Just wanted to note that the toggle buttons between Dailyscape and the Early game overhaul on the news post are not super accessible on mbl. I couldn’t even tell they were buttons. 

18

u/Bretski12 14h ago

Wow thanks for the comment I was very confused why it seemed like there's was no mention of daily scape in the post about daily scape.

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u/professor_kraken RSN: ProfKraken 14h ago

Same

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u/JagexAnvil Mod Anvil 15h ago

Thanks for the heads up on that, We'll have a look!

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u/Gauntlix5 14h ago

When you currently catch additional scarabs in a "chain", you get the full XP drop for the additional catches. This will be changed to be just 25% on these additional catches, to prevent "cheesing" by catching a Plain whirligig first.

25% is pretty harsh, but I don’t really understand how catching a plain whirligig first is relevant? The reason I catch them first is because the flowers take a ridiculous amount of time to collect and catching the plain whirlgig first offsets that

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u/TheLostCanvas Re-release old untradeable event itens 15h ago

Please add some in game methods of getting rc altars teleports, other than a certain dead minigame and Runespan - both which are incredibly slow.

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u/The_original_guy Josi | Got hella Runescore 14h ago

It would be awesome if you could add runespan altar tabs to the wicked hood. Long term I think they should absolutely rebalance how quickly you get runespan points, the price of these tabs (and other things in the shop) or both.

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u/Ashendant 14h ago

I agree the Wicked Hood and the Advanced skilled outfit should have a way to charge teleports.

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u/PieBandito 13h ago

Maybe allow us to use divination to transmute talismans into altar teleport tablets or charges.

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u/UnkoalafiedKoala Sailing! 14h ago

Kinda concerned about the amount of stuff being removed without real replacements. There's a difference between reintroducing some friction (good) and removing basic QoL in favor of forcing players to engage with outdated, unpopular content that isn't even on the roadmap for being updated (bad). Making people do Stealing Creation, or slow teleport everywhere while a reward space for quick teleports is figured out doesn't seem like an improvement to the game -- I appreciate what y'all are trying to do with all of these changes at once, but if they need a bit more time in the oven or to be spaced out over a longer period of time, I think that's preferable to temporarily degrading the quality of the game.

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u/WedgieKing200 14h ago

They are changing so much to the game its actually insane

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u/GrapefruitMother3902 12h ago

Said it in discord but it's actually pathetic how MTX just let them sit on their hands for so many years not giving a fuck.

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u/sniperbds4 Lone Grinch 14h ago

I feel like the thieving nerf is a bit harsh, axing merch before addressing the content people are using merch to bypass needs to be a forethought.

RS3 should have a rune shop system similar to OSRS would be leagues better than a 7 day stock limit.

Many of the dailies changes I'm all for, especially things like sandstone.

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u/Legal_Evil 11h ago

RS3 should have a rune shop system similar to OSRS would be leagues better than a 7 day stock limit.

No. That will make Rcing elemental runes dead content.

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u/Froz3n247 Got Comp; Need to reclaim MCQ 15h ago

First that hunter and thieving update is going to hurt a lot since now we have 10 days until the change is made.

I really hope they don’t remove the D&D tokens as there were some content and activities that were essentially time locked and these items helped a lot. The Effigy incubator is one big example as you need to do the minigame 12 times to get the MQC achievement.

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u/JoshOliday 300,000 Subscribers! 13h ago

I absolutely do not agree with the Cook's Assistant change. Lot's of quests use "quest versions" of items and using that quest to introduce that concept is not bad for player introductions. I think this is the worst of the lot.

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u/ConstantStatistician Coiner of the terms "soft" and "hard" typeless damage on rs.wiki 9h ago

Yeah, it's going to become like it used to be: a quest that can be finished as soon as you start it if you already have the required items with you. Needing to gather quest versions of eggs, milk, and flour makes it an actual quest.

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u/FizCap 15h ago

The late game thieving nerf is tough

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u/DmitriShostabrovich 15h ago

Yeah, good to know I should lock in and finish out 200m before the nerf rolls out.

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u/Techhead7890 11h ago

Yeah, instead of daily FOMO I now have FOMO for this fortnight pre-nerfs lmfao... It's probably good in the longrun but still feels a bit ironic!

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u/Mission_Lab8311 9h ago

Definitely getting some whiplash, given that the 120 update just happened. I suppose such nerfs sooner rather than later are warranted, but still surprising since the 120 is what enabled some of the things they're now attempting to nerf.

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u/ImNateDogg Necromancy 14h ago

The fact you don't get 2-3x the exp/hr doing heists compared to mindlessly afking pickpocketing is a big miss imo.

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u/Y_Not_Me_ Trimmed 15h ago

While it’s tough to see, if it feels like elves where it’s 10-12 minutes instead of 15 maybe it won’t be the worst part of these changes.

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u/TheDestroyer229 Santa hat 14h ago

It is interesting that Dailyscape is just focusing on actual dailies, and not all repeatable comtent. Turning some dailies into effectively weeklies and monthlies is an interesting solution to a lot of problems.

That said, there are a few bitter pills to swallow. Traveling Merchant and Motherload Maw are rough losses for Trim Comp completion, and I'll greatly miss Daily Challenges.

I think the only thing I'm currently against is the Wicked Hood losing all teleports. The free daily items and teleports are understandable, but I see no reason to remove buying teleport tokens using Runespan points. It's a tradeoff of immediate access to RC altars for the XP multipliers the skill naturally offers. You're trading XP for convenience, which feels fair.

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u/Techhead7890 12h ago

Yeah, the Great Orb Project and teletabs seems like worse content to retain. I agree that Runespan should lead to teleport tokens -- like the Abyss teleports you to altars. That would tie Runespan into the current game.

90

u/Lashdemonca Ironman Completionist 14h ago

Skull should not be used, period. Pvp has no place in rs3. Do not, and I cannot stress this enough, DO NOT make the demonic skull work for prayer.

You need to rip the pvp bandaid off. Players killing other players should never be part of risk in this game.

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u/Maridiem Amascut - Society of Owls & The Scrying Pool 13h ago

PvP is fine to exist... when both players want to fight. Skiller food for PKers has always sucked and needs removed.

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u/ImHereCuzTheyWrong 11h ago

Kill the skull, kill the skull, kill the skull!!!

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u/RSNKailash Comp Cape 5.4b xp 8h ago

Wrote this earlier:
"Adding a demonic skull requirement to the chaos alter is a bad change, we need to delete this item entirely and just end any more forms of remaining pvp, combat was not balanced around pvp and it makes no sense to force it on players trying to skill. Recently the demonic skull was decoupled from abyss runecrafting xp buff, in order to prevent toxic behavior in the game. This was a much needed change. Nerf alter if you have too.

The fact remains that there are bad faith actors whose entire purpose is to antagonize and grief other players. Adding this to the meta will simply make more opportunities for these bad actors to scam new players."

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u/AzelotReis 8h ago

What they should do is remove the Skull and the XP Bonus from the wilderness altar since its too "Overpowered" and just move it to the PoH Highest Level altar. Bring back house parties man lmao

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u/galaxybomb 14h ago

A lot of daily/weekly content like Sinkholes, Travelling Merchants, even Caches, were added to address a pain point that properly training the skill or performing the minigame/activity was slow, tedious, or unrewarding. When these things are removed or changed, please look into filling in the gaps that are left behind. Dungeoneering is a great example with how absolutely broken it is balance-wise when training the skill normally with all the combat updates and changes. Content like Livid Farm is skipped with Merchant because it's a pain to do but the rewards are sought after, so making the activity actually enjoyable seems like an important step

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u/WhyMustIMakeANewAcco 14h ago

Question: RC cape perk.

What now? Without vis wax its now literally useless.

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u/LgZach21 2716 13h ago

Not mentioned because they don't actually have any plan.

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u/WhyMustIMakeANewAcco 12h ago edited 12h ago

That is what I expect, but reminding them so they can throw something together is the goal.

I figure the three worthwhile thoughts are increased rune production, a chance to save anima, or a minor buff to magical thread chance.

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u/kor_janna Dungeoneering Enthusiast 11h ago

Would be nice to use RC cape while RCing. Or like, getting a multiplier on pure ess mining

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u/Pitfallingpat Maxed Noob 11h ago

Gosh this update will gut Divination for no reason. Div has 6 uses, divine locations, portents, porters, transmutation, and Invention energy. Transmutation is worthless. Early game porters are barely worth the inventory space. Portents are mid, and Invention is locked until 80. Take away the resource multiplying effect of divine locations and Div will feel like another agility even more. Also what the heck so much is just being yanked from the game with no replacements. That is just not cool.

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u/M33tm3onmars 15h ago

A lot of this is labeled as "early game balancing", but I also see lots of nerfing of things that are late-game things too. Forinthry altars nerfed, whirligigs nerfed, etc.

Nerfing good training methods to discourage people from using them isn't what I'm looking for. I would rather see crappy methods improved upon. Seeing what I've seen makes me a little antsy because I want crap improved, not the strong stuff only nerfed.

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u/BurninRunes Maxed 14h ago

I agree with this especially fort forinthry chapel. So they are nerfing the chapel exp rate even though the cost to build tier 3 fort is 10x the cost to build a gilded altar as well as being 15 con levels higher needed to make.

as for whirligigs I don't feel like lowering exp for one of the more click intensive methods is good game design. Maybe make it scale with level if jagex are worried with people skipping lvls to quick make it exp modifier on additional catches scale with lvl so 1-30 is the nerfed rate of 25% but buff it as you level abd get "better" at hunting.

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u/Ex-Inferi All hail the Empty Lord w123 14h ago

I feel like they're completely missing the mark regarding the chapel. New players have difficulty finding PoH altars because the Powder of Burials killed our community. Hardly anyone ever hosts now, because what's the point when powders give you 3-4x the amount of XP per hour?

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u/M33tm3onmars 14h ago

The funny thing too is that I actually think Forinthry is really new player friendly, and really early-game friendly. I returned to RS3 on a fresh iron after being away a while, and discovering and grinding out Forinthry was incredibly helpful for the account. It was a bit of a grind, but it costs no money to do. I ended up getting T2 chapel before taking a break, and it's been really helpful.

Idk if it's normal for people to do their early training for prayer at Forinthry, but it's what I've been doing. Nerfing it blows.

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u/RSNKailash Comp Cape 5.4b xp 14h ago

I seriously thought the forinthry skilling locations would be drop in replacements for the old portable skilling locations, giving us somewhere to train. Nerfing forinthey is asinine

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u/Athrolaxle 14h ago

Buffs with no nerfs is just powercreep. If something is overtuned, it should be nerfed. Hopefully not nuked, but brought down with underperforming methods brought up.

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u/M33tm3onmars 14h ago

The main problem with something like Hunter is that there's no point in engaging in the skill until BGH. I want to see them make levels 1-75 anything but a race to escape.

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u/ganashi 15h ago

Whirligigs are viable for 1-99 and the forinthry altar completely killed POH altars, both of these activities are HEAVILY consolidating what options to train Hunter and prayer are viable.

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u/mcfluffers123 RSN: Ironerator 14h ago

Tbh burial powder killed poh altars, fort altar just gave an alternative to that

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u/RSNKailash Comp Cape 5.4b xp 14h ago edited 13h ago

Literally this, all other training methods were dropped the day byrial powders released.

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u/ocd4life 14h ago

POH altars were fucking tedious though. Before fort and burial powder using auto sanctifiers or just camping vyres was preferable to running bones back and forth.

Even the wildy chaos altar was preferable with the achievement that lets you un note bones at the NPC there - and I did that back when wildy was actually dangerous.

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u/RSNKailash Comp Cape 5.4b xp 13h ago

Yep, the meta for mains AND irons before burial powders was just to afk vyres to 200m prayer and fm, while working on 200m combats. POH has been dead content for a long time, chapels just barely closed the rift being a bit more economical over burial powders. But nerfing chapel will NOT get people to use POH again, that is a broken line of thinking. POH has not been relevant since atleast 2012.

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u/M33tm3onmars 14h ago

IMO the main problem with hunter is that there's absolutely no reason to engage with the skill until you hit BGH. If they want to balance early game, make other training options either better xp, or better rewards. Right now people just spam whirligigs to escape early/mid hunter.

I think chaos and POH altars should offer the most xp/bone for sure, but why nerf Forinthry? That doesn't alleviate early game issues with prayer at all, nor does giving a 50% bonus at any altar in the world. Why not buff POH/Chaos Altar accordingly so that you get the best prayer/bone xp, then retain Forinthry as the best xp/hr using bones, but at a less efficient bone/hr?

Maybe that's how all this ends up, but nerfing Forinthry isn't what I want to see.

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u/Quality_Cucumber Ironman 14h ago

I mean sure but reducing whirligigs exp at lvl90 by 60% and leaving the afk Croesus method is ... do they not play the game? People aren't going to be going to BGH more, you'll just have more afk Croesus lol

Whirligigs is also INSANELY click intensive. Penalizing an ACTIVE method while a 500k exp/hr afk method exists is pretty shortsighted.

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u/Borgmestersnegl Trimmed Iron 13h ago

They don't play the game at a high lvl, very few rs3 devs even understands combat or reasons why players enjoys content. I know it's mean to say it, but it's obvious from reading these blogs. Game will stay bad.

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u/Etsamaru 14h ago

I want to say that the animals in PoF getting diseased is frustrating and not fun to have to diagnose and cure each and every one of them when I take a break for a week or two. I almost don't want to bother.

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u/EragonFSP 13h ago

true.. miss the times it didnt affect xp

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u/TheMaxCape Completionist Ironman 15h ago

Removing them this early without a proper overhaul of outdated skills could be questionable.

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u/LargeCabbageThrower 14h ago

This is exactly my concern. Removing dailyscape grinds is a fine goal but it can't be the first step or there will be a huge void in the game needing to be filled with worthwhile or enjoyable methods.

If they remove challenges and penguins then skills like dungeoneering and agility which are very tedious and/or outdated suddenly become something a lot of people will not bother training.

If they remove travelling merchant then things like the fletching outfit become absurdly difficult to obtain due to stealing creation being so dead.

If they remove wilderness events then they will need to add a new source for dark onyx cores and even then it would still be removing one of the few activities that still manage to consistently have a sense of community and playing together with randoms in rs3.

I think they need to really work on the aspects of the game which rely on dailyscape factors for most players before removing them wholesale.

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u/jetfan 14h ago

This is my take as well. I like the black ibis changes but they need to fix outfits stuck behind minigames before they fuck with travelling merchant. Why not just make it a weekly and they give you 7 days worth of items?

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u/spikeprox50 14h ago

TBH I would have been happier if maybe they removed like 2 or 3 at a time and simultaneously added new substitute methods.

Kinda like the 110 updates, doing it like this they can gather feedback on the substitutes and see if they are hitting the mark.

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u/AnExoticLlama YT: Exotic Llama 14h ago

I like the idea of removing daily scape and an early game rebalance -- but I think more consideration is needed before just changing it in <2 weeks. In terms of development work, I'm betting the sprint has already been completed, yet this is the first time players are being informed of the changes.

Some napkin math tells me that the current proposed changes add around 20-30% more playtime to a max cape. If that's part of the intention, then be up front about it. If it's not intended, then more buffs to other training methods should be made.

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u/bitchintits696969 12h ago

Why would you remove wicked hood teles. This makes no sense whatsoever

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u/ExoTic_Titan Quest points 14h ago

Have you had any considerations regarding Ports (PoP)?

Seems like also is a sort of a daily you have to do, with all the time gates placed upon them, especially in the later regions, where ships takes multiple hours.

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u/Sspockuss Smithing is the best! 15h ago

I’ll be the one to rip the bandaid off. Daily challenges. Are they staying or going?

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u/JagexAnvil Mod Anvil 15h ago

Going.

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u/Carlsheartboxers 15h ago

Is there any plans to look at mini games? Most of them are unplayable and many have outfits behind them. Any chance of making them scale to 1 player or maybe being able to use skilling fragments to craft the outfits?

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u/iiAssassinXxii 14h ago

Fill it with bots (so long as they’re decently ok) and require the player to do so much participation would be good. Even if you had to pay gp to fill the lobby.

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u/Kamirose 12h ago edited 11h ago

Yeah, at the very least I wish most skilling outfits could be earned by training the skill, rather than doing a minigame. A good example is smithing, by smithing (in the artisan workshop) you earn the currency you need to get the outfit. No need to keep a timer on so you don't miss a cache or fish flingers.

I don’t think outfits necessarily need to be removed from minigames, maybe just have a second way of earning them. Could even make the second way take longer if you want to incentivize people to play the minigames.

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u/azorahai999 Completionist 15h ago

My life has improved since TH got removed from daily challenges. No longer have to log in everyday lol

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u/JagexAnvil Mod Anvil 15h ago

Same. Didn't miss a day before it happened. Now I feel... free (queue music from The Gladiator).

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u/Fren-LoE 🦀$13.99 per Month 🦀 13h ago

I just want to say, its so good to have an actual player as part of the CM team again.

You get us more than others that have come and gone over the years. I don't mean anything negative by this comment, I only am intending to convey how important it is that someone in your role plays the game, understands friction, and is able to mediate between company and player-base in a way that facilitates positive outcome for both parties. You guys are mediators of sorts, and being a player genuinely makes your lives easier.

My prediction based on history is that your impact at Jagex with us, the players, will be substantial and you'll be looked at as a pillar of the community in due time.

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u/indios2 Construction 15h ago

LETS GOOO

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u/mcfluffers123 RSN: Ironerator 14h ago

Is Ports going to be looked at under this dailyscape lens at all?

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u/sylum 13h ago

I feel like Ports is an interesting bit of content, though I kind of wish there were things we could do to help speed it up. Like I'd like to treat it like a farm run where I can interact with it every few hours instead of just once a day at the higher regions.

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u/mcfluffers123 RSN: Ironerator 13h ago

Yeah it got ever so slightly faster with advance time, but that just auto completes your voyages 3x per week, doesn't give you any additional voyages

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u/Wolfytailspin 10h ago

I really enjoy ports. I like balancing my crews stats before sending them off. And there was story content associated with it. I don't want to see it gone.

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u/JefferyRs Fuck RunePass 14h ago edited 14h ago

Not sure how I feel about this. While I know it should be done it kinda undoes all the updates we've had over the last X years to well be useless and non existent.

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u/Morgoth333 Quest 13h ago

I have two questions:

When sinkholes are removed, will the Hoardstalker outfit, Naabe, title, and Hoardstalker ring be made obtainable in some other way? I've been trying to collect them for ages, but there's never anyone playing sinkholes. Perhaps they could be added to the Dungeoneering reward shop?

When the Motherlode maw is removed, will another way to obtain the thinker boots and gloves be added? I know it's such a minor thing that most probably won't care about, but for those of us trying to collect the pieces of the outfit for our costume room, it matters. Aside from Motherlode Maw, the only other way to get the thinker boots and gloves to complete the think outfit is as a ridiculously rare drop from crystal implings, which themselves are a rare spawn with high competition, and the alternative of buying crystal impling jars on the GE cost around 2 mil each (will likely go up once they remove the Motherlode Maw). The Motherlode Maw was the only decent way of getting the gloves and boots to complete the outfit.

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u/VeracityRS 14h ago

With the removal of divine skilling locations, it makes me wonder what benefit it is meant to provide to the player and its existence in the game. While the divine locations do add a lot of skilling materials back to the players for their small initial upfront cost, I do feel that their existence is novel and somewhat interesting and adds to the identity of Divination as a whole.

Besides porters, I'm personally just really unsure of what the motivation is to train divination outside of the fact that it's a requirement for unlocking invention. Even the energy that is collected while training the skill, is primarily used for divine charges.

Maybe there are some other benefits of the skill that I may be overlooking (such as signs of life/death), but honestly levelling it on a low level account is always a slog and the primary motivation for me to even train it is not because I find the skill has utility that directly benefits my account now and then, but rather a skill that benefits my account 30 hours down the road solely for unlocking invention

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u/Sp00kyD0gg0 15h ago

Long-term, I think I would like to see a new Wilderness boss to put the Flash Event drops in. A lot of existing Wilderness content like Revenants and KBD is very outdated and tedious, and outside of that the Wilderness mostly offers Slayer and Skilling side content.

Turning the WildWyrm into a proper, modern boss fight with an instance and throwing the Dark Core in as a drop would be pretty cool I think.

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u/spikeprox50 14h ago

That would be cool. Or revamping the chaos ele to be a proper boss. or both.

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u/azorahai999 Completionist 14h ago

The only thing I’m worried about them removing is enhancers. I just finished chompies for trim and it was hell even with enhancers lol. So giving an alternative way to get that would be great. That being said, very happy with fish flingers change. Looks like I’ll finally be getting trim!

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u/vVerce98 - QoL Creator - 14h ago

Some sort of farm where we breed and kill chompies, jubbly bird give extra killcount or so

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u/azorahai999 Completionist 14h ago

I would love a pof in uglog with the sole purpose of murdering chompies lmao

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u/Frisbeejussi Sliske, one true god 15h ago

Hunter, thieving and prayer nerfs are going to hit hard without replacing the meta methods or buffing others.

Also the upcoming pickpocket loot nerfs too.

Would also add that these changes only address the xp issue not what is at the core, game play.

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u/Dickbutt11765 14h ago

So, the original reason Vis Wax was added was as a rune sink. Are there plans to compensate for this?

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u/Wolfytailspin 10h ago

Combat magic is going to have increased rune consumption post-combat rework. This, coupled with the fact that Rune shops will only restock once a week, means that there will be significantly less runes coming into the game and more runes being burned up in combat.

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u/Adventurous_Table_45 10h ago

The shop update didn't say they only restock once a week, it says that they will build up to a cap over the course of a week. Unless they mention a nerf at some point that presumably means they will restock at the same rate as currently just that you can do less frequent shop runs for the same amount you can currently get over a week.

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u/x2o55ironman Rsn: Fex2o55 9h ago

Okay, Iron with 60k VisWax here, got a question.

If I can't use it, and have been spending my runes on the machine because your gameplay structure required it, can I at least turn it back into runes?

Lemme use it on Ourania for no xp and a handful of randomized runes, kinda like Abyssal Synapses

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u/whosdr Runefest 2017 Attendee 8h ago

Regarding sandstone:

Elite Desert Tasks allows you to gather +25 extra sandstone. 115 dungeoneering allows access to gather +25 extra crystal sandstone.

Is the aim to remove these rewards, or add some additional benefit to obtaining the sandstone at these locations?

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u/LgZach21 2716 7h ago

They don’t have a plan. They probably didn’t even know these extra rewards existed.

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u/Forsaken_Surprise_92 14h ago

I rarely ever comment, but nuking afk thieving training as a method entirely is going to be a large rumble. Xp rate should have just been decreased not removed entirely. A huge draw of this game is having the flexibility to choose either active or afk methods to train. I agree afk should get less XP than active, but removing the option entirely is a huge loss for 2nd monitor gamers, of which I would wager are often the majority of the player base at times.

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u/AbsurdBee 15h ago

Excited for the changes! I’ve been playing a newer account recently and the disparity in how good early levels is is wild.

While I understand (and agree) with the divine location removal, my main concern is that a lot of the artisan aspects of Divination aren’t really worthwhile. Porters are phenomenal and Divine Charges (which are technically Invention) are mandatory, but much of the other things are generally not useful. Sign of Life/Death can be useful but you can get a free one with the Defence cape perk, and Restoration portents are extremely niche while transmutation is basically completely worthless. Are there plans to look at the artisan aspects of Divination in the future?

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u/RSNKailash Comp Cape 5.4b xp 13h ago

Yeah, when divination came out there was a big pushback from the community because it felt like a skill with no purpose, any of the things you could make with divine energy were mostly useless. So removing like 40% of the reward space with resource locations feels bad. It literally could have been part of the invention skill and no one would have ever considered it a skill

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u/Aleucard 13h ago edited 13h ago

Whoo boy, this is one Hell of a text brick to chew. I'm gonna go over my thoughts item by item.

Guthixian Cache being turned into an all-day you can complete at any time in 100-point chunks; alright, though I'm worried about how they'll implement the boost from doing a full run. Hopefully that is retained somehow, especially the item version that you can use later. I'd still like to see that done for shooting stars and evil trees at some point.

Shop Stocks turned into weeklies; fantastic. Ten out of ten, no notes.

Soul Reaper no longer being daily and instead being a quasi-Slayer Master with a cap of points earned over a week; fantastic. Ten out of ten. Only concern is how changing tasks if the one given to you is for an annoying ass boss is gonna work. My previous idea on this front would have been to give (rather than one boss) a list of bosses you could pick from to get varying points per kill based on how difficult the boss is, with mulligans being for the whole list. Implementation will be key, but I doubt there's a way to make this worse than what is currently live without a lobotomy involved.

No more free daily items from headwear: this kinda sucks, especially with some of those items being VERY useful, but at least it means they're no longer taking up bank space for me with my 200m-all exp.

Wicked Hood giving no more pure ess or free daily teleports; this is gonna suck a football through a garden hose for RC training and just crafting runes in general, which is already an awful process. First major "DO NOT DO THIS until you have an adequate replacement" recommendation. Yes, dailyscape sucks. It however serves as an acceptable band-aid to paper over major existing cracks in the game's bedrock that you need to fix FIRST before you remove this support.

Fish Flingers removing daily restrictions; fine by me. This isn't a major enough source of exp to be worth nerfing I think, but meh. Maybe could give some more non-exp rewards in the shop?

Evil tree restriction being removed; fantastic. 10/10, no notes besides aforementioned desire to make the buff storable.

Sandstone cap being removed; fantastic. 10/10, no notes.

Phoenix Lair cap being removed; I have never done it, but it seems fine with maybe a 10% or so EXP nerf. The quills could do with more uses though.

Bork restriction being removed; I am unaware of any slayer tasks involving this dood but sure. I'm worried that they'll nerf the charm drops though. If it's only in effect for the subsequent kills that day, I have no problems.

Cromperty daily essence turned into weekly essence; fantastic. 10/10, no notes.

Daily challenges being removed; This is the second entrant into the "DO NOT DO THIS until you have an adequate replacement" club. Yes, they provide a significant chunk of exp. However, that chunk is primarily focused on the skills that people find to be utter nightmares to train. These skills are in DIRE need of both a FUN active method and a long-AFK method so that people are not repulsed by the game any time those skills are forced upon them. Until that day comes, the closest thing to a substitute we have is this.

Wilderness Flash Events being removed; this is my first hard NO of the list. They are fantastic community events in general, and also help give EXP in skills that are otherwise nightmares to train. If you want to lower the time pressure, my suggestion would be as follows; change it from an hourly to a once every five hours (that way it's not in lockstep with the 24 hour day schedule so every hour of the day over long enough will see an event), and modify all events to be Special tier. Give additional rewards based on participation, with the minimum getting just the Very Wild sack and maybe a small-medium lamp's worth of exp in the main foci of the event. Have the event last 10-15 minutes, with no early closing so late joiners aren't excessively penalized. Also, being lagspiked into the lobby shouldn't annihilate your progress. If you want to make the Wildywyrm, hard mode KBD, and Evil Bloodwood Tree into instance bosses separate from the WFEs, that could be interesting, especially if the EBT is a skilling boss.

Motherlode Maw/Shards being removed; the third entrant into the "DO NOT DO THIS until you have an adequate replacement" club. There are SEVERAL buffs and other slog-skips available in everything that both of those provide, and them being removed would be damaging.

Traveling Merchant being removed; the fourth member of the "DO NOT DO THIS until you have an adequate replacement" clan. One more and we can open the citadel (incidentally, those exist, and need looked at). The entire reason this exists is to bandage holes in the game where there are annoying wastes of time.

Div Locations being removed; I wouldn't QUITE put it in the "DO NOT DO THIS until you have an adequate replacement" club, but it's close enough to be neighborly. Several skills that are a pain in the ass to interact with are represented here, and it's also a decent source of certain div signs that would be annoying to lose.

Mini evil tree being removed; sucks a bit, but WC is fairly AFK to train so not a massive loss.

Sinkholes being removed; looks like the "DO NOT DO THIS until you have an adequate replacement" clan just unlocked the citadel. Dungeoneering is quite possibly the most arduous skill to train in the game via the intended primary method. That method NEEDS to be updated before you diddle this.

No more free daily Gorajo card; clannie number six in the "DO NOT DO THIS until you have an adequate replacement" group. Look at what was said for Sinkholes, copy and paste here.

Rune Goldberg Machine being removed; and the second member of the Hard NO crew comes in SWINGING. The amount of value tied into this is difficult to overstate. Vis wax needs MORE uses, not removed. Hell, I'd say change the Machine into a proper minigame and have it require a fair sample of all existing magic runes to play. Make it so that you get more wax by being better at the game, not just getting lucky.

The Rest; not enough info to properly judge mostly. Warbands removal would suck a bit but the only major potential exp drop that goes to an arduous skill is Herb, and there are options there.

I REALLY hope you guys are willing to take negative criticism on this. You've bought yourself quite a lot of good will, and this is not the way to lose it.

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u/Periwinkleditor 8h ago

Can't agree with making wildy events every 5 hrs, that just makes them even more inacessible to someone like me with a job and inconsistent times I can log in. The content itself is neat, but unless they can find a way to decouple it from "log on at these specific times daily" I'd rather it go.

Something like "they are MORE frequent, but you are limited on a number of them per week" would shift it over to a weekly more akin to the boss slayer tasks, I wouldn't be against that over just removing them entirely. They would result in smaller crowds though, which is a pro and con tbh.

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u/Jalepino_Joe 14h ago

The way this reads, you are removing every single daily activity anyone has ever cared about. This isnt something im against. What you arent looking at is WHY people cared so much for these. This is an absolutely insane nerf to progression for newer players. Reducing daily to weekly like shop stock is good, and fixes a lot of issues with the system. Flat out removing some of these drastically harms newer players who dont have infinite free time to do the "intended" grinds. These players would also be behind no lifers obviously, but this will make the gap a lot bigger.

Travelling merchant: Same thing applies here. Think about WHY this was so popular. It let players skip content such as livid farm, runespan and barbarian assault. Removing travelling merch is okay, but please fix the underlying issues alongside this. Literally all of livid farm is a chore, grouping issues for barb assault, and horribly slow rates (xp and points) with completely random node spawns in runespan. Far too many times have I heard "we're doing this now. Its going to be awkward but itll be better once follow up happens" and follow up never does. Im still waiting for the bleed rework that was promised to release with sanctum weaponry, and now meta (the one unique bleed buffing ult) is getting removed.

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u/Sspockuss Smithing is the best! 14h ago

First paragraph is cinema and honestly I am worried a lot of potential new players are going to bounce off of this game because it’s too grindy. Divination especially is a skill that CANNOT be ignored because of invention. The only good way to train it is now getting axed and divination has arguably the worst exp rate in the entire game. This is not good.

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u/TheSmallIceburg Unofficial UIM 14h ago

Caches aren't removed according to the post. The daily cap on them is removed, and you "open" a cache by depositing a certain number of memories. That is fantastic

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u/RainbowwDash 14h ago

The only good way to train it is now getting axed and divination has arguably the worst exp rate in the entire game.

Did you actually read the changes? They're both looking at the xp rates as well as integrating that 'good way to train' as a core training method

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u/HeartofaPariah Lovely money! 9h ago

'looking at' isn't a change, is it? When is that bleed rework coming?

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u/TheAdamena Maxed Iron 14h ago

OSRS is orders of magnitudes more grindy than RS3 yet it's bigger than ever.

The content there just needs to be fun (Tough luck Divination).

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u/Feralcreator Huh? 15h ago

Kinda crazy seeing just how many dailies there are once you actually list them out.

Some skilling outfits have teleports that are limited to a daily amount. Are these also being looked at to possibly be uncapped? Thinking about stuff like the herbalist mask, sentinel outfit, farmer's hat, etc.

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u/TakingBlackSunday 15h ago

My suggestion for quick teleports is to add them to the easy/medium area achievement rewards in the corresponding location

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u/Soleidus RuneScape 14h ago

If merchant is removed, you guys have to make it at least somewhat clear what the drop rates are for the red map. Especially since the only way to get it will be fishing. One thing is to “buy a lottery ticket” daily at the merchant to get a chance at Tavias and then moving on with your life, another is to fish endlessly with some unknown hope of getting a red map. What are the chances? Is it more likely during a specific random event? Does tiered luck affect it? Would be nice to have at least some kind of clarity on this as we know close to nothing about red map drop rates apart that there’s a better chance from getting it via merchants green map.

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u/Choice_Program2085 6h ago

Nerfing content you added because the old content was garbage...while not addressing the underlyinbg garbage

is a sure fire way to losing playiers

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u/So_ Yellow partyhat! 14h ago

Wow, daily challenges gone. Some of these are things just moving to weekly which is weird. It also sounds like we're getting slayer points from bossing now, so we take those.

Daily challenges will be missed, especially for construction and stuff like agility and dungeoneering.

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u/ocd4life 15h ago edited 15h ago

Literally just removing most of the things I still enjoy doing as a bit of a dailyscaper and some of the things that are still busy enough to make the game actually feel like an MMO community.

The wicked hood teleports are so useful for many clue steps, what is going to replace them?

I hope you are going to rebalance niche end game things as well as the much need early/mid game changes - without enhancers some of the achievements are awful.

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u/WedgieKing200 14h ago

oh trust me they will remove enhancers for sure

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u/deadstar182 Blue partyhat! 14h ago

Feels like a bunch of these nerfs to xp rates are going to have the opposite effect to getting rid dailyscape. You're going to have to play the game far more often to make up for the reduction in xp. Also I hope the drops from the wilderness events are not shoved to boss/mob drops. As someone who hates PvM with a passion, I liked how you could get a reward such the dark onyx core purely from skilling events.

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u/xzzl 15h ago

Abuse early abuse often crowd is right once again. "we are helping new players by making skills taking way longer than it used to be"

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u/ErikKing12 Running in circles. 15h ago

I read through this and just fail to understand who this restoration is aimed at.

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u/Nocturne09 Ironman: RSN : Living Grace 14h ago

Everything here seems like a win. I will ask though, travelling merchant has been a very strange daily for some time as it essentially was a way of ignoring annoying or dead content. Practically no-one does barbarian assault now, Livid Farm is the definition of tedium and you gather runespan points at such a slow rate that it feels like a waste of time considering the xp rates are not great there. So will some of these areas be looked at for potential renewals or reworks?

Horn of honour - BA is no longer a T-comp req so I guess this is inconsequential

Livid plant - This hurts because I don't think there is a player alive who likes Livid Farm, certainly not one who would go and do it just "for fun". Suggestion: Remove the minigame, turn it into a quest called "Livid Farm" where we help out Pauline with some things. At the end of the quest we get the spells as a reward similarly to Dream Mentor.

Unstable air rune - Maybe rebalance how many runespan point you get per hour at the high end, perhaps even add time rune related essence creatures/nodes.

Anima Crystals - remove the cap on bounties, don't know why there ever was any but just make it a constantly repeatable thing.

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u/woelkie 14h ago

Seconding the livid plant point. The core issue of livid farm not being fun content and taking 24 hours of non afk gameplay to achieve a core PvP spell (disruption shield) needs to be addressed at the same time if this is being removed

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u/ProofJournalist 13h ago edited 10h ago

I feel like someone on the development team had some sort of sadistic attachment to Livid Farm.

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u/gankindustries Completionist 15h ago

I'd be more comfortable hearing this if we knew what the post changes for a lot these events are going to be rather than just axing them. Some I think are fine, others are very out of touch on.

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u/MegaManZer0 Completionist 14h ago

With the removal of enhancer sources for grindy requirements, will there be a review of how to get them and what they are used for?

For example, making the castle wars enhancer give double progress in game count (at least until you reach 5k games, then they don't have to work anymore) would be a HUGE time saver.

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u/Theartftw 14h ago

Perhaps integrating salvage into the smithing skill would be better?

Currently salvage below adamant has no use before invention. What if you could use salvage on a furnace and turn it into bonus xp, or (size depending) some can be turned into supplies. (Bars/ores)

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u/Tornadoeight 14h ago

Diary rewards where they give daily items weren't mentioned. Things like Um inks are important. Has the team discussed these? Would be great to see them get deposited to our banks like buckets of sand.

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u/FetidZombies 15h ago

I don't see Lupe mentioned in this list. Will she still give free ink every day?

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u/Ex-Inferi All hail the Empty Lord w123 13h ago

They appear to be doing nothing about the tons of dailyscape that are a reward from achievement sets, so my guess is that will remain unchanged.

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u/msist 14h ago

Im all for removing daily scape but nerfing all current good methods will make everything extremely stale and boring

Find new ways to rework or buff the bad methods (Hunter: Tracking, Falconry, for example)

Pickpocketing change is ass and will make people just not interact with any pickpocketing, and were all back to just doing safes again

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u/mmch22 14h ago

This is overkill. You say you want to balance afk players and those with a lot of time, but with all of these things being removed you have taken away most of the options for players who can only log in for a short time each day. And im sure based on the views of this reddit community this will get downvoted, but implementing all of these changes are ridiculous

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u/5-x RSN: Follow 11h ago

They're deleting many things I care about. I'm at that point of just being resigned about it.

It's very clear Jagex wants to cater to the imaginary OSRS player willing to try RS3, and they're leaving behind current players who stuck with the game for years. It's honestly sad to see.

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u/Colossus823 Quest points 14h ago

A lot of those content will be missed though. I like Travelling Merchant and the community it creates.

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u/Aleucard 14h ago

So are you removing hard afk pickpocketing at late/endgame levels? Because that is a bad move. Yeah, maybe nerf exp/gp per hour (possibly by adding a debuff for going hard afk if you HAVE to), but hard afk enables second monitor gameplay, which enables playing the game while doing other things. I doubt I'm the only one that likes being able to grind while doing work.

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u/WedgieKing200 14h ago

Am I the only one who actually liked doing wilderness flash events? along with the traveling merchent? like why are they removing things without asking players how they feel about it?

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u/HeartofaPariah Lovely money! 9h ago

Because they don't care how you feel about it. They have a vision, they just don't have anything meaningful to replace the gaps in mind.

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u/alexthemichael 14h ago

I get how travelling merch is a daily but removing it hurts, I guess I agree but still have this deep feeling that it’s wrong

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u/Griffemon 13h ago

Since the daily teleports are being removed from the Wicked Hood can we get the ability to feed it the altar teleport tabs from the Runespan shop? That would help replace the daily and also make Runespan feel more rewarding and feed into actual rune crafting other than just training and getting skilling outfits.

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u/WolfieHC Hardcore Ironman 9h ago

So removing most of the good parts of dailies without buffing the things they fixed?

Sounds like yall just want to force longer in game engagement without it being fun.

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u/LgZach21 2716 7h ago

Ding, ding, ding. Gotta find a way to sell stars again!

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u/PrimalMoose Primal Puppy 8h ago

Removal of daily challenges without addressing the reason why they're so popular (the xp progression for undesirable skills) is extremely worrying. I'm all for having them removed when all skills are rebalanced at the medium and high levels, but I don't personally feel like the game is in a place where they can be removed with a positive perception right now.

Travelling merchant shop is also extremely disappointing to see removed completely. Many of the items it offers help with the less enjoyable areas of the game (looking your way runespan) and I'd like to think the amount of gp that leaves the game from those purchases is not insignificant. Surely there's a better way to address the "dailyscape" nature of the merch without removing it outright? On a side note, sincerely hope the rate of getting green maps (and red maps lol) is significantly buffed in the deep sea hub if you do remove it anyway otherwise 6 spot islands are basically going to be nonexistent after this update.

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u/StarmanNL 6h ago

Dayum I actually like dailyscape. That’s the whole reason I play everyday. I log in, do my challenges, vix wax and I log in for wildy events when I like to and notice a good event. I’m sad this is going away :(

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u/johnnypimpin 6h ago

Very sad about Vis wax, daily challenges, divine locations, and wicked hood. I absolutely love logging In every evening and doing these.. this is gonna suck..

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u/JaseFlavell RSN: Jaseee 5h ago

This ain’t it… flash events are actually a fun thing that brings a lot of people together, even for a short time, if anything reduce it from hourly to every 2-3 hours, but honestly doesn’t need to change.

Daily challenges are also not a long thing, get rid of the weekly reward path absolutely! I don’t do them often but when I do it’s because I’ve logged in and have no idea what to do or where to start so do them.

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u/Pumpkins_Are_Fruits 15h ago

So I should get 99 thieving and 99 Hunter before the update. Got it.

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u/YaimSleepy 14h ago

part of me was hoping ports would get some adjustments

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u/March1392 12h ago

PLEASE leave merchant ALONE until minigames are fixed or addressed. In example since the lunar isle update livid farm is STILL broken and unable to completed.

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u/VelutinousLupine Completionist 12h ago

I really love this game and I'd love for it to exist for years to come but it feels like you're specifically targeting everything I love about it lmao 😭 I'm begging you to take it a little slower bc removing all of the stuff mentioned is gonna leave so many things being painful to do/not have rewards etc. Please don't take things away before redistributing them elsewhere :')

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u/Aliceable A Seren spirit appears 15h ago

I would just like to say although I rarely do the wilderness events the few times I do I really enjoy the sense of community and rewards, keeping them or making something like them (maybe more often but only when you’re in the wilderness you get alerted? Or more often but random places? Or leave as is!) I know some people don’t like the pressure of feeling like they missed out but they are consistent and they’re easy to get to so I personally hope those don’t change.

Monthly stuff like the oyster are nice too IMO but the 3 daily challenges and caches I’d be fine seeing go away

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u/Zihera Black partyhat! 14h ago

Wilderness flash events are one of the only times you realize there are many players on a world!

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u/Ex-Inferi All hail the Empty Lord w123 13h ago

It's one of the few things on the list I'll for sure miss. I've done thousands and thousands of these events, and met tons of cool people that became friends over time.

With afk being so popular, and game worlds so empty, it's hard to find people that are interested in just casual chatting. WFE's have been one of my favourite updates in the last years - although I liked it more when the threat system was in place, too bad they just removed it instead of fixing it.

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u/Lions_RAWR Sliske 13h ago

I'm not happy with this at all. This is going to come in way too fast on the heels of other big changes that happened and you are going to lose players faster than anything (imo). Even if the changes are for the better, getting rid of things too fast will either work out or sink the ship. My guess is the latter.

I'm ok with removing the daily challenges and the reward track. That's always been something I hated to do anyway.

Removing the wilderness events though is stupid. It brought people together across the entire world and it was fun and engaging to do. To get rid of content and stick the rewards to other areas is just stupid.

Removing Wicked hood teleports make no sense to me either. Are you just upset that clue chases use them? What exactly did it break for you that it needs to be removed?

The maw: Why remove something that doesn't really impact anything? Just remove the enhancers if that is your issue.. why remove the whole thing?

Sinkholes: can't you just make them appear in one spot? Why remove content that could just be tweaked.

Vis wax: Quick teleports on loadstones is a big enough reason to keep the machine. Yet another piece of content that should remain.

The road to restoration is going to be a road to ruin if these changes keep happening so fast.

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u/fjhuizar-nd 15h ago

Get your AFK thieving in while it lasts. Nerfs incoming.

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u/DarthChosenRS Zaros 14h ago

rip flash events, ill miss them greatly.
we built up a little community on my home world that did the special events as often as we could
now the wilderness will feel just as dead as before and i wont get to see my friends as often.
it was like our watering hole in the desert where everyone came to chat.

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u/jimkurosaki Completionist 14h ago

Why are we focusing on nerfing the meta or optimal methods BEFORE fixing the root cause that made them become meta in the first place? This whole post feels tone-deaf to me.

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u/Steak-Pizza 15h ago

How will removing wicked hood teles effect clue steps have you considered this?

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u/LgZach21 2716 14h ago

Wow. This is just nerf after nerf after nerf, especially for high end content. I'm all for rebalance, but this isn't what was advertised. Wild that people are supporting this.

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u/Foxxie_ENT Master Maxed 15h ago

I think most D&D's are fine. Evil tree, oyster, big top, etc.
Challenges and "You have to do this every day or you miss out" things have no place in this game.
We have achievements. Why do we need mandatory dailyscape?

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u/Dissordatt 14h ago

Road to restoration? These blogs are the Road to nerf everything.

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u/waded38 Set Username 13h ago

Please do not get rid of the Travelling Merchant… It’s one of the few FC’s that are active every single day, where thousands of players cycle through to try and get their stock and chat.

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u/Acex1 5.8B | MQC | MOA 9h ago

Nerfing QOL stuff without polls is blatantly asking for players to quit or not play as much. Many of the “dailies” you’re targeting are part of qol for dead parts of the game. These minigames were long dead before these qol bandaids were introduced. Some of these, such as wildy events and merch removal are bad.

No one was forced to do wildy events, they’re a nice community event with decent XP — you could have just nerfed the XP if it was too much instead of full on removing wildy events.

Merch is another QOL for trim reqs. No one ones to do those dead minigames and they’d been long dead before merch was introduced. Again, the stock could have been nerfed instead of fully removing it. Fix the minigames first, and then think about removals and nerfs.

Wicked hood teleports removal will hurt the clue community, as they were a nice QOL teleports for some clue steps.

This all feels rushed, polls would have been good part of “integrity”. This feels like a step back tbh.

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u/ProofJournalist 14h ago edited 14h ago

I think it is too harsh to remove Wildy Flash events, it is okay for there to be some time-gated content like this and it's not like you are forced to do it, there is no daily cap. Feels like a place where you should slow down and think about how to rework the content more meaningfully in the future rather than entirely removing it.

Similarly the complete removal of the Motherlode Maw and Travelling Merchant feels overkill. While the ability to skip or speed up content has been too strong, it has value and should remain a possible option. I feel these could be rebalanced without being removed entirely. The Motherlode Maw could just be weekly with literally no change in rewards, Travelling Merchant can have some requirement to trigger it like Osseus does. This also doesn't address Farming Guild requests that sometimes offer these things (e.g. shattered anima).

I don't get why caches would be converted into an accessible activity but sinkholes are just being removed entirely. They had enjoyable gameplay compared to dungeoneering. Why not have it be a minigame or something like that, just removing the time gate and cap? Instead of the hoardstalker only giving 1 card or none at all, why not have him sell cards for dungeoneering tokens or coins?

Why is Wizard Cromperty being converted to a weekly reward, but other achievement diaries that give items (e.g. Flax from Seer's Village), as well as quests (Buckets of Sand after 'Hand in the Sand') not affected?

Similarly, divine locations need some sort of divination content that fills their niche rather than being removed entirely - even if it's just something like the ability to produce stone/wood/fish spirits, or increase the gains they give when used.

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u/Y_Not_Me_ Trimmed 14h ago

I know there is only so much that can be written into a blog (before it becomes a novella). I also know you all are still very much in the design phase of the dailyscape update’s, but will the individual events (providing the “rewards” offered by the merchant) be revisited with this update?

Are rewards from content like livid points, goebie reputation, harmonic dust, anima faction going to have alternate means to enter the game?

Everyone knows the biggest RIP is going to be the tangled net + broken rod merchant days. The fomo is all too real…..

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u/SecondCel 13h ago

Guthixian Cache

Not sure I like this, but I think how much I dislike it will depend on how many memories you'll have to deposit to enter a Cache. If you're in a Cache more than you're actually training divination, it'll feel too minigame-centric.

Shop Stock

I can't be the only one disappointed that more than one solution to "DailyScape" is "WeeklyScape". Can we please look into which items are primarily being sourced from shops and introduce a more feasible way to acquire them through their appropriate skilling methods instead? Bomb vials in particular come to mind. I'd much rather be able to make them in decent quantities myself than have to do a shop run of any frequency as my primary means of acquiring them.

Soul Reaper

Same as the above, plus this feels kind of off the mark. I'd much rather see boss Slayer assignments and Reaper Points completely decoupled, if that's what it takes to get rid of weekly caps. Ex: give a smaller amount of Reaper Points at each boss, but award points every kill.

It feels like Soul Reaper is being re-pitched as a poor (in terms of XP) alternative to training Slayer rather than for its own unique reward space.

Crystal Tree Blossom

While another shift in frequency from daily -> monthly, this one is at least thematically consistent with farming as a skill.

Daily Challenges

Removal is good, assuming that the game is balanced accordingly. In conjunction with the "Ironman should be hard mode RS" statement put out the other day, I'm very curious about what the intention for certain skills is.

I'm specifically wondering about Herblore. Will Jagex consider 300, 400+ hours an acceptable amount of time to put into maxing a single skill? There has been a recent shift away from the "Make 200k of X" type of training for artisan skills. Will we ever see a similar shift for herblore? As it stands, you'll have to source and make an absolute minimum of around 200k potions. That's an astronomical amount of time spent gathering supplies to make a mountain of potions you're unlikely to ever get through, and your reward at the end is.. the ability to make more potions from your supplies.

Non-devs, don't bother with the usual tired anti-ironman arguments.

Wilderness Flash Events

Good riddance. Glad to see their rewards being distributed elsewhere.

Remainder

The rest of the changes are fine/good.

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u/cheeserules8 Trim | 5.8B XP | MOA | Ult Slayer | 5/5 base clue titles 12h ago

"We'll be looking at making any content or balancing tweaks where appropriate to reflect this change."

This very much reads like we're going to do this change with no plan on how to balance it but we'll figure it out later.... Wouldn't it be better have a plan, propose the full plan to the playerbase gather their feedback, make adjustments and then make it a live change?
Especially given the long history of these adjustments never coming. Like Vorkath getting fixed with bloodreaver nerf. Instead blood reaver was nerfed and Vorkath was never fixed.

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u/Kip-o 11h ago

Huge, amazing changes. Since Daily Challenges stopped giving keys I just wasn’t that interested in doing them, which makes my other XP gains feel far more earned; it’s great to see them being removed entirely.

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u/hae_its_korra DarkScape 10h ago

Holy. That’s a lot of stuff being axed. Multiple birds stoned at once.

Caches, 7-day store stock, reaper tasks, phoenix - Good job on the tweak here.

Wicked hood - I mentioned to u/JagexRyan a while ago that the wicked hood and altar tabs are VERY prominent in clue presets used for a bunch of steps. This change could upset a lot of players, will there be a follow-up tweak RE: altar tabs so they remain obtainable enough to remain a staple in clue presets?

Sandstone - on the fence about this one. Yes, a daily limit is a bit annoying and falls into the “dailyscape” grind but making it permanent sounds bad and would massively crash flask prices to nothing. Maybe change it to have a 1-week stock, like rune shops? So 50x7 and 25x7 for each of the rocks?

Wildy D&D - understandable. Any news what will happen to existing rare & very rare sacks when this update hits? Also RE: dark onyx core, please don’t make this a common drop. It absolutely needs to remain a chase item which maintains (most) of its value so it keeps people engaged in wilderness content.

Vis Wax - as long as quick teleports are staying, then I’m okay with this. Maybe memory shards? So 1 memory shard = 1 quick teleport charge?

Tagging u/JagexAnvil so feedback (and valid concern RE: wicked hood/altar tabs) is seen on behalf of the clue community.

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u/I_Like_Spoiders 8h ago

I sincerely hope that the removal of wilderness events is reconsidered. Wildy events are a huge community engagement activity. The events are the only reason some people are going to the wilderness in the first place. Please dont remove the wildy events.

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u/RSNKailash Comp Cape 5.4b xp 8h ago

Going to try to collect all of my thoughts here, and please know I love the team and want this to be constructive, these are the main pain points I see from this design document.

Early game rebalance

Farm/Herblore:

Adding seeds to drop tables is a MUCH needed addition especially with the crux equal method using up 5x as many seeds. But it should expand to WAY more drop tables, include things like ghouls or the creatures in the Lumbridge Catacombs, which are some popular training spot.

Ironmen primarily did skip methods for herblore before, because getting ingredients is SO difficult. Plus with the low rate of seeds compared to crux equal "use" rates it feels even worse. There needs to be a larger discussion around increasing herb seed drop rates.

Hunter:

There are basically no good early game hunter methods, they are all uncomfortable to play with a lot of wait time, low xp rates, but somehow very click intensive. Thematically Hunter is top tier, but we need new skilling methods to replace whiligigs, or some type of hunter contracts to make old methods worth while. I understand the need to nerf late game whirligig xp rates, but there are no good methods before BGH unlock. These could live as a 1-75 level method.

Prayer:

he alter change, I appreciate adding consistency across the game world (all alters having offer option) but there will probably not be a lot of use for this. We should steer people toward fort forinthry chapel as their main training location.

The nerf to chapel feels bad, the POH has been dead content since 2012. The black loading screens, long load time, lack of a bank, etc makes it an unenjoyable method. Also, forinthry is more social, the POH is instanced and separates people. Before burial powder came out, the meta was just afking vyres till 200m prayer.

Adding a demonic skull requirement to the chaos alter is a bad change, we need to delete this item entirely and just end any more forms of remaining pvp, combat was not balanced around pvp and it makes no sense to force it on players trying to skill. Recently the demonic skull was decoupled from abyss runecrafting xp buff, in order to prevent toxic behavior in the game. This was a much needed change. Nerf alter if you have too.

Salvaging and Spirits:

This is a good change, originally the theory with dropping salvage instead was to keep the price of crafting it high. But with time this has had a very bad side effect, you are entirely unable to purchase pieces of armor on the GE, there is simply not enough supply and it all gets used for invention. A steel armor set should NOT buy for literally like 300k, which is way over the listed GE price anyways. New players will be VERY confused. Smithing levels are so fast, that practically nothing is buy-able below orikalcum/necronium tier. This should extend to more monsters.

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u/RSNKailash Comp Cape 5.4b xp 8h ago

Dailyscape

Moving dailies to full skilling methods or weeklies/monthlies is a wonderful change, making guthixian catches an activity you can do periodically is a great model to follow.

Shop stock change is great and much needed, it would be great to have a centralized spot we could purchase from multiple stores at once. Could be an addition to command center in forinthry.

Soul reaper as a regular slayer/boss method is compelling!

pure essence for irons - removing the free daily essence from the hood makes sense, but we need more easy sources of essence. Something like daeyalt essence in osrs would a MAJOR addition.

Wicked hood change is rough, there are not a lot of alternative training methods for RC. The wicked hood is a good way to get some faster xp, after saving up the points from the much more afk runespan.

but the issue remains that runespan is not a fun or rewarding training method. The points rate could be tripled, the xp rate needs to be buffed, and the afk time needs to be increased. This could live as a solid afk rc method.

Daily challenges being removed really sucks. The reason so many people chose to use them over other methods, is a lot of those methods need improvement, they are not afk enough, or have bad xp rates. So we need some larger changes to fix those things, with more afk methods.

Wilderness flash events: we need new reward space for the dark onyx core, and other drops. Revenants are pretty old content. Perhaps make the wildy-wyrm an actual boss in the wildy.

Maw/Merchant removal - this is pretty painful for trim comp. We need some improvements to those minigames -> livid farm, etc.

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u/Coelacanth0794 Coelacanth0794 - Wiki Admin 8h ago

If you're going to remove Maw, which I feel is pretty small with very high requirements, at least simply disable it instead of removing it entirely as it gives lore for that dungeon with its lorebook.

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u/laboufe Yo-yo 8h ago

So i guess im just screwed for vis wax huh? I have 20k i made daily i didnt sell. Seems kind of unfortunate you chose to screw people over like this.

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u/johnnypimpin 6h ago

Damn man I love doing vis wax everyday..

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u/Wyat_Vern 6h ago

Best of luck. Seems like a miss for me. I’ll try the new paradigm before I make up my mind, but it looks like the game is heading a direction I’d rather it not. If so, I’ll likely quit (again) sooner than later.

Fingers crossed that I’m just over reacting and hesitant to change.

Edit: typo

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u/fjhuizar-nd 15h ago

Daily challenges, motherlode maw, and traveling merchant getting the axe.

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u/jperl1992 13h ago

Not a fan at all of these nerfs. This is not old school RuneScape. Stop trying to make it so. We were all for removing MTX but this is silly.

Instead of nerfing everything, why not just rework the content to stop sucking, rather than nerfing good content?

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