r/runescape • • 13d ago

Discussion - J-Mod reply Reignited is a massive L

1.7k Upvotes

The rest of the content looks fantastic.

Reignited.... Jagex you have missed the mark here massively.

What does everyone that has spent 1000s of hours gain by making a new account? Does this make all previous progress worthless?

Its already very hard to find enough players to do group content, this is just going to fragment the player base even more.

Edit: OSRS get hardcore worlds, which allows them to transfer their character if they die, and we get this shite?

Edit 2: I think a lot of people are missing the point. If the majority of new players decide to use a reignited account (whom we cant pvm with), the current variant of the game will eventually die. As someone with grandmaster CA, Trimmed Comp, Ultimate Slayer and nearly Golden Reaper, I will certainly not make a new account.

Edit 3: I'm at Runefest today if anyone wants to chat about their thoughts! I am wearing a green party hat and the RSN on my t-shirt is "Ri q"!

r/runescape • • 13d ago

Discussion - J-Mod reply Jagex honestly got to a new low. Dragon Slayer 2 trailer is just AI slop. (Count the fingers)

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2.5k Upvotes

r/runescape • • 7d ago

Discussion - J-Mod reply Reignited: End of Week Update

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812 Upvotes

Hey everyone, Mod Ryan here.  

Earlier this week, we shared that we were re-evaluating our approach to Reignited. I want to start with a big thank you to anyone who’s given us structured, considered thoughts in good faith. Those are so useful to us to best understand your thoughts and feelings. 

We’ve been taking the time to absorb all of it and pull together early thoughts on your feedback. These are just some of many different options and directions we’ve been exploring within this first week, and far from all of them. 

We’re following up ahead of the weekend so we can gather more feedback and guide further discussions at the studio next week. Some of these thoughts haven’t yet been through technical feasibility checks, so they are not a list of guaranteed options just yet. 

For each, I’ll lay out the initial concerns we heard, and our current thoughts on each: 

You said Reignited requiring a separate subscription does not feel right. 

We are actively exploring how to enable ‘Reigniting’ of an existing character to allow you to play as if you were a fresh Reignited Character. This would be within your existing Membership. 

Our design goal is to allow you to Reignite and carry your legacy, with the ability to flip between your Veteran & Reignited versions of the same character.

You said, as a Veteran character, you will no longer matter. New players are seen to be more important than existing players. Veterans are considered tainted for being part of a previous era of RuneScape through no fault of your own.     

The achievements you have made should be celebrated and recognised. We want to champion all the amazing things you’ve done, well before any new Reignited players even started. 

The word “veteran” should forever be a status symbol that cannot be earned in the future. You’ll be able to showcase this through an exclusive suite of rewards to distinguish your accomplishments in the first 25 years. For example, a special cosmetic version of a Max Cape that no-one else can have. 

Every veteran account will have access to these rewards, and if you choose to Reignite, these rewards will come with you. 

You said Veteran worlds will atrophy if the playerbase shifts to Reignited worlds.  

We are discussing how long Reignited-Only Worlds should be available following release. This includes potentially removing them from the plan entirely. 

Any change here would help us guarantee we unify the Reignited and Veteran characters to live alongside each other on the same Worlds., just like Ironman co-exists with others today.

Edit: For clarity, Reignited-Only Worlds are worlds exclusive to Reignited Characters. If Reignited-Only Worlds were removed, Reignited Characters would still have separated economy and progression on the same worlds as other Characters.

You said that the divide between Veteran & Reignited players will harm group experiences. 

We are looking to change restrictions on cross-character play with non-Reignited players after launch. 

We expect this would happen shortly after the Reignited economy has found its feet and the World Firsts have been achieved. 

You said splitting the community will fragment an already-small playerbase too much, potentially harming your game experience. 

One thing I did want to touch on the size of the playerbase, as we’ve seen a lot of speculation without much fact to work with from us. 

RuneScape today has hundreds of thousands of Members, and yes, that excludes OSRS players popping over from time to time. We are, and have been for a long time, trending on a slight decline. The existing community is large enough to sustain itself for many years. 

There’re also a huge number of past players, many of which we believe will come back to their existing characters rather than choosing to play Reignited. We’ve already heard stories like this out there, and it was part of our design intent. 

This may have no impact on your concerns, but I felt we should share it in the interest of fostering the best conversation. 

Reignited and existing players also hold equal weight in how we think about their co-existence. 

We would closely monitor the economies/experiences of both Character types and take steps at the right time if there was a risk of a poor experience. 

As we talked to on Tuesday, the promise of Reignited’s fresh economy and progression has attracted a ton of attention and interest from potential players. We are very conscious of your concerns around fragmentation, and we’ll respond on in more detail, soon. 

You said Reignited is pressuring you to restart your character to keep playing and remain relevant, whether you want to or not. 

Experiencing the overhauled early game experience is something that is tied to the very existence of Reignited.  

For our part, we want to say this is not how we designed or think about Reignited. The game going forward will be designed as it is today, with roadmaps that consider every kind of player, centred around what you ask us for, and avoiding fixating on a particular player type. And Reignited is there for you any time, if you want it. 

You said untradeable items and cosmetics that are locked to your Veteran account feel cut off. 

We’re also looking at enabling cosmetics, bank spaces and other meaningful, but non-gameplay impacting items (think holiday rewards, prestigious titles, skill pets, etc) to come with you if you choose to Reignite. 

---

These are just the directions that resonate best with us after this week’s discussion. What would be most valuable to us right now is feedback on each of these ideas, line by line. Which ones feel like a step forward? Which ones do you have further feedback on or ideas for?  

Whatever your view, the team and I really want to hear what you think in the comments so we can follow up next week with more of our thoughts.  

We will be reading intently all weekend and continue this conversation next week. For now, I want to close out and reiterate what I said at RuneFest. This is our game. Mine and yours. And we will create the next 25 years together.
- Mod Ryan

r/runescape • • Jan 19 '26

Discussion - J-Mod reply RuneScape is officially off life support and discharged from hospital

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3.1k Upvotes

r/runescape • • 13d ago

Discussion - J-Mod reply Spitting in the face of every player

870 Upvotes

RuneScape Reignited as the announcement from RuneFest is gonna kill the game. It's forcing everyone to start over if they want to play "the actual game servers" while the old one is left to rot forever. This needs to be cancelled.

r/runescape • • 13d ago

Discussion - J-Mod reply Is reignited the big announcement??

783 Upvotes

Yikes

r/runescape • • Oct 29 '25

Discussion - J-Mod reply Vote Now On The Future of Treasure Hunter, MTX & RuneScape

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2.2k Upvotes

UPDATE: 22:46, OCT 30

SCAPERS. MAKE. HISTORY.

When the vote ends on November 12th, we'll announce the date when RuneScape will change FOREVER.

Every vote still matters. Signal your support and unlock more investment in our Integrity Roadmap! https://secure.runescape.com/m=poll/treasure-hunter-poll

------

The future of RuneScape is in your hands.

We promised to make major changes to secure the long-term future of RuneScape – one where MTX is significantly reduced, integrity is back at the heart of the game, and where future success is defined by a growing community.

That journey starts here. This is part of a wider belief from us - the need to build a stronger foundation for the next era of RuneScape.

Today, we're announcing a community vote to validate a transformation that we believe leads to a thriving, growing community for RuneScape. This includes:

  • The full removal of Treasure Hunter from RuneScape 
  • The removal of 225 Direct XP & Skilling Items from sale, reducing to two directly purchasable offerings: 
    • Bonus XP, with capped storable limits per skill 
    • Cosmetics with a more grounded visual identity 
  • Delivery of a dedicated year-long integrity roadmap addressing core issues like the user interface, visual cohesion, auras, dailyscape and more 
  • Unlocks the future release of Cosmetic Toggle Options to customise cosmetic visibility 

Find out more in the video above or our blog.

With 100,000 votes, this vote will pass. Every additional vote will act as a clear signal of how far you think we should take these plans, increasing our investment and focus on delivering stronger integrity in our roadmap (at no cost to the content roadmap). 

We'll announce our plans and timelines for implementation - if the vote passes - on November 12th. This will include an extensive FAQ to what we imagine will be your many questions!

Cast your vote today and make history: https://secure.runescape.com/m=poll/treasure-hunter-poll

---

EDIT: For those concerned about Skilling Outfits and other items being impacted, we've updated the announcement blog to more clearly reflect our intention.

Should this vote pass, 225 items will be removed from sale - and some will also be removed from gameplay sources. This will be focused on MTX skilling items that do not fit within our integrity vision - such as Proteans & Portables - and not items like Slayer Masks or Skilling Outfits.

For items being removed from gameplay - this will rollout first with their removal from sale and gameplay sources, followed by an extended period to use up what you own before they are converted. We will not be converting Slayer Masks, Skilling Outfits and similar items. More details will be posted in our Nov 12 blog if it passes!

r/runescape • • Nov 12 '25

Discussion - J-Mod reply A New Era for RuneScape Begins January 19 2026

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1.9k Upvotes

You have spoken!

With a staggering 124,985 votes in our recent poll, Treasure Hunter will leave RuneScape for good on January 19 2026.

On this day, we will also be removing 225 Direct XP and Skilling related items from sale. There will be no more purchasable sources of Direct XP or items that disrupt the core gameplay and the player economy.

In addition, we’ll be investing heavily in a year-long Integrity Roadmap that targets the very heart of longstanding issues within the game – from UI, to visuals, to skilling balance, and much more.

Find out more details about our Integrity Roadmap in our new 12 minute (!!) video or by reading this blog (including our FAQ with some amendments since last Monday).

We'll reveal a detailed year-long look at our Content Roadmap & Integrity Roadmap on January 19th in a special RuneScape Ahead.

---
Next Week's Update
We’re hard at work moving all the pieces into place to make this new direction a success. While the journey begins in earnest on January 19th, we're making a symbolic (but important!) change next week.

On Monday November 17th, we’ll be starting all new players back in Lumbridge. We'll also be releasing an update to declutter and restore Lumbridge to a more familiar style, including:

  • The return of the iconic Lumbridge castle walls
  • The removal of the Lumbridge Crater and restoration of the area's original identity
  • The relocation of Shattered Worlds temple, and the restoration of Lumbridge Swamp caves and Water Runecrating Altar to their original locations
  • The removal of the Nexus
  • An updated Lumbridge Sage who offers a lot more guidance and help for new players

It’s a small step, but another example of how we want to restore the identity and heart of what makes RuneScape... well, RuneScape! You can find a patch notes preview of these extensive changes here.
---

Start the clock. There's just 68 days until RuneScape enters a new era.

r/runescape • • 1d ago

Discussion - J-Mod reply Now that Reignited is gone, we can get properly hyped about the exciting 2027 Roadmap! What are you most excited for?

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816 Upvotes

r/runescape • • 25d ago

Discussion - J-Mod reply RuneScape 3 is awesome, but it feels so dead and empty.

517 Upvotes

RS3 is a great game, but I think the lack of players and how empty the worlds feel and how un
-engaging the community and players are take away from what a great game it is. How does everyone feel about playing in worlds with 50 people and maybe you’ll see 10 of them teleporting in and out of the PvM hub like an endless cycle? Is it just me that feels “lonely” lol. Like does anyone miss peak RS3 2014-2018?

r/runescape • • May 18 '26

Discussion - J-Mod reply The majority of vocal people on this subreddit do not realize how out of the "norm" they play.

785 Upvotes

Just observing the feedback from players here over the last few months since I came back and this opinion holds more and more true with every single update.

Just to point out as an example specifically related around DG:

  • No, the majority of players were not using cards to run DG.
  • No, the majority of players were not getting 15 minute times ruinning large solos.
  • No, the majority of players are not quick to read nodes, examine doors, keep track of everythings location, properly place gatestones, make quick decisions, surge perfectly everywhere, effeciently do puzzles, etc
  • Yes, the majority of players where probably opening the majority of the doors they ran across
  • Yes, the EXP rates are vastly improved from before the rework for the far majority of the playerbase. The "Floor" of exp rates has been raised, significantly so. The top end has been overall nerfed, this seems to be in-line with the rest of the balance changes jagex has been doing.

As one of these "casual" players who was attempting to do crit-only paths this last week, my exp rates have actually risen very slightly post-update today. Not only that, but I dont need to stress nor feel rushed due to the crit path anymore. I am not wasting time figuring out if every room is on the right path or not.

My exp rates today post-update are significantly better then pre-rework. So much so that I havent touched DG since I hit the level I needed for a quest years ago and am looking forward to doing more.

The rates are rewarding enough now without doing anything extra except jumping in and doing a floor. The tokens are rewarding enough to feel like I can aim for an item and work towards it. The new rewards are awesome and give me extra motivation to go back to doing it.


All these top end exp/hr rates I read about are absolultey insane (Thieving was the the exact same story) and seeing them get nerfed seems perfectly reasonable to me as a casual player.

You know what feels bad and is demotivating? Knowing the "best" rates are 2-5m per hour while your stuck with your measily "700k" as a "lowley unskilled casual" (I dont know the actual rates at all levels, using random numbers). The floor and top rates being closer together is alot better for the health of the game, makes the people at the bottom feel less like they are wasting their time.

OSRS has 3-4x the playerbase RS3 has and is by far the grindier game of the two. Lower exp rates are not a bad thing, exp rates being too high devalue a core part of what makes Runescape an amazing long-term game to play. When exp rates get to the multiple millions per hour and I read people crying about nerfs all I can do is laugh personally.

The ony skill I have ever reached over 1m exp is for thieving as a casual player (A player that is getting quite closing to maxing actually!) I rareley have an issue with exp rates outside of a very few select skills (Agility, parts of Archeology and Runecrafting before unlocking the giga-chad exp rate methods)

You do not need any skill at any levels to be going beyond 1m an hour. 120's should be an achievement, they SHOULD take very very long to get. This game is a journey, thats the whole damn selling point.


Finally, the few times I have tried to engage with people who make claims about what casual players are doing and how "harmful" these updates are, to give a different more real perspective, I get told I am playing the game wrong or being gaslit into saying that what I am telling them is not actually true. When I show proof and backup my claims I always get no responses back because they cant admit they dont know jack shit about early to mid game casual players in 2026.

I have read almost all the blog posts released by Jagex in the last few months. The summary I am getting from it is this:

If you min-max your exp per hour and attempt to use every boost, every advantage, every 1% extra bonus, have bank pre-sets/orginized for every single skill and just generally chase every single thing you can towards exp rates regardless of how long those boosts may take.... You have no idea what a causal player experiences. You are playing a completley different game.

The way you play the game is incompatible with how most "casual" people play the game, in fact if I attempted to play the way most fo you do I would have quit and never came back. It sounds exhausting frankly.

Give your feedback, thats all well and good. But stop making claims like you all know what a casual players experience is. The far majority of you here do not.

r/runescape • • Mar 12 '26

Discussion - J-Mod reply Jagex's new 'membership renewal plan' just stole 1.5 years worth of leftover credit from my main account.

1.3k Upvotes

I just ended a support chat about my main and HC's issues with grandfathered rates (both having lost GF Rates despite being -PROVEN- monthly renewal since 2008 and 2019 respectively).

And in there one other horrifying discovery was made: My main still had 1.5+ years worth of leftover membership credit. Accumulated from runescape events, and promo's such as steelseries.

THAT'S GONE.

What the hell is this? Forcing new grandfathered rates is one thing, but stealing existing paid-for membership credit just because 'it isn't from any of our renewal plans' is another!

r/runescape • • 7d ago

Discussion - J-Mod reply Players should start with an EMPTY toolbelt

774 Upvotes

Hey all,

The runescape toolbelt is very convenient and I really love not forgetting to bring a tinderbox etc.

But starting a new account, I feel that it should be empty. I think it would be a nice little goal to buy a tinderbox for example, or to find/make a hatchet to put in there. A nice little accomplishment very early on, just like activating lodestones.

r/runescape • • Jan 22 '26

Discussion - J-Mod reply The customization toggle honestly makes the world feel friendlier and more connected again—anyone else feel that?

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795 Upvotes

r/runescape • • 10d ago

Discussion - J-Mod reply API Plugins (Open Beta) - Out Now!

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294 Upvotes

Starting right now, you can jump in to the Beta worlds and try a selection of five major plugins, with even more already on the way in the coming weeks.

(And, before you ask: Yes, Quest Helper is one of them!)

A quick note before we get started: This thread covers today's launch of the API Plugins Beta. We're keeping to our game update schedule, especially as we do know that there are many players looking forward to these updates.

u/JagexAnvil has provided an update on Reignited in this separate thread. Please check that out for discussion on Reignited.

For everything plugins-related, read on here!

r/runescape • • Aug 06 '26

Discussion - J-Mod reply API Plugin & Quest Helper Previews

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334 Upvotes

Welcome Back!

Back in June, we shared our first look at the RuneScape API Project and outlined our vision for an official plugin ecosystem.

Since then, we've been hard at work alongside our growing group of community developers, continuing to build the foundations of the API while also beginning to see the first plugins come to life.

And, just in case you missed our most recent Month Ahead news, we're incredibly excited to share something we've been looking forward to for a long time...

Quest Helper is coming to RuneScape!

If you've played Old School RuneScape, you'll already know just how monumental that statement is. Quest Helper has been one of the most requested quality-of-life features from RuneScape players for years, fundamentally changing how millions of players experience quests by keeping guidance inside the game instead of on a second monitor. It's become one of the defining plugins of the Old School experience, and we're thrilled to announce that the people behind the various existing Quest Helper experiences are now working together to bring that same magic to RuneScape in an officially supported plugin.

Quest Helper isn't the only ambitious project underway, though! Our community developers are already exploring a huge range of ideas, from powerful quality-of-life improvements to entirely new ways of interacting with RuneScape. Today, we're giving you an early look at a handful of those plugins and the talented developers behind them. Everything you'll see today is still a work in progress, and that's where you come in.

Throughout this blog you'll find questions, design discussions and opportunities for feedback directly from the developers themselves. If something catches your eye, we'd love to hear your thoughts in this thread as we continue shaping these plugins together.

Index:

r/runescape • • 13d ago

Discussion - J-Mod reply Roadmap is good, ignite is a huge let down.

544 Upvotes

Perma FSW why.

r/runescape • • Feb 06 '26

Discussion - J-Mod reply Jagex intends to re-introduce PVP Griefing, but this time for prayer...

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672 Upvotes

Thoughts?

r/runescape • • Sep 16 '25

Discussion - J-Mod reply RS3 needs its own RuneLite

1.1k Upvotes

With Leagues now live, you can already see how much new players and people coming from OSRS struggle. The interface customization is overwhelming, there’s a million settings to dig through, and it just feels like way too much.

The quest “guide” is honestly a joke compared to Runelite’s quest helper. Anyone coming from OSRS takes one look at it and goes straight back to the wiki or avoids questing altogether.

RuneLite has shown how much better the experience can be with simple QoL addons like timers, overlays, quest helpers, all that stuff. None of it hurts the game, it just makes the experience better for the players.

So why can’t RS3 have the same?

r/runescape • • 3d ago

Discussion - J-Mod reply The Ghrazi Blood Knights are Suffering a bit from Vorkath Syndrome

365 Upvotes

The Ghrazi Blood Knight are thematically great, and the mechanics themselves are actually really cool.

Where the boss falls short, and why I compare it to Vorkath, is the amount of unnecessary, unavoidable damage it throws at the player. Even the most mechanically gifted players are going to take damage simply because the mechanics are designed that way, rather than because they've made a mistake.

Doing mechanics correctly should reward the player, not punish them.


Bouncing Bomb Attack

The bouncing bomb feels like it punishes you for doing the mechanic correctly.

  • The bomb bounces between players a total of 6 times.
  • Each player it bounces off takes unavoidable damage each bounce.
  • Anyone standing within a 2-tile radius of the player it bounces off also takes unavoidable damage from the secondary blast.

Intuitively, you'd think the correct way to handle this mechanic is to stand 3 tiles away from the player bouncing the bomb, putting you outside the secondary blast radius whilst simultaneously minimizing the travel distance of the bomb. But even when you do this, you're still taking a significant amount of damage for seemingly no reason.

If I'm positioning myself at the optimal range to minimize damage from the bounce while avoiding the secondary blast entirely, I should be rewarded for that positioning, by taking no damage.

Verzik Vitur from OSRS is a much better example of how a Bouncing Bomb mechanic should work. * The bomb has a limited bounce range * If there’s nobody within range to receive it, the player takes a massive hit and the projectile is destroyed.

This creates a clear risk-reward dynamic: execute the mechanic correctly and take zero damage, or fail to do so and be punished heavily.


Magic Bleed Attack

One of the Magic Blood Knight's attacks applies a magic bleed to the player tanking the Melee Blood Knight.

Throughout RuneScape, we've been conditioned to understand that the Freedom abiltiy clears bleeds. Yet, for this boss, there doesn't seem to be any way to clear this one. You simply have to tank the damage.

As it stands, it feels less like a mechanic to solve and more like unavoidable damage being thrown at you.


Phase 3 Tumors

Graphically, these are incredibly unintuitive and feel unnecessarily punishing.

  • They visually display an explosion radius in a 3x3 area around the tumors, yet they can hit you across the entire map.
  • They deal a significant amount of damage, even when you're trying to play around them by keeping your distance.

If the visual indicator suggests that the danger is limited to a 3x3 area, players should be able to trust that information. If the damage is intended to affect the entire arena, the visual presentation should communicate that.

More importantly, it doesn't feel like good mechanical design when the optimal strategy is to sit in a corner and do nothing until you need to kill a tumor (to reset the timer).

That isn't particularly engaging gameplay, nor does it feel like a satisfying solution to the mechanic.


Phase 3 Melee vs. Magic Blood Knight

This is probably one of the most frustrating aspects of the fight.

In Phase 3, if you end up tanking the Melee Blood Knight instead of the Magic Blood Knight, you're at a HUGE disadvantage, as the Melee Blood Knight hits like an absolute truck compared to the Magic Blood Knight.

As a result, the optimal strategy is quite literally to avoid killing any tumors, force another cycle, and get a more favorable outcome where you're tanking the Magic Blood Knight instead.


The bigger picture

The frustrating part is that the fight already has some really good examples of how these mechanics should work.

The barrage of projectiles from different combat styles that you need to prayer flick is a great example. So are the floor markers that you can dodge by paying attention and moving correctly.

These mechanics reward you for understanding what's happening, reacting appropriately, and executing them well. If you get hit, it's generally because you made a mistake or failed to react in time.

That's the kind of gameplay that makes a boss challenging in a satisfying way.

r/runescape • • 7d ago

Discussion - J-Mod reply No New Veterans is a Poison Pill.

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267 Upvotes

I have not seen once during this debate anyone demanding this. In a worst case reading cutting off the spigot to new members is exactly the problem we wanted to avoid with Reignited.

In the best case scenario it is still a funnel to convince players not to make a veteran account. It makes us look like toxic exclusionary jerks that want to make some distinction between Real Veterans™ and fake new veterans. We are not the playerbase that demanded that we need separation to remain valid. The permanent separation with reignited accounts is already being forced on us and forcing us into a position that makes us look like we want to discriminate against new players, call them less valid for not joining us before a certain date is so totally counterproductive to our concerns that I can't believe it was even included here.

r/runescape • • Feb 21 '26

Discussion - J-Mod reply If there's any urgency to update anything it's the armors! They're UGLYYYYY

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790 Upvotes

Come on surely the art team can do better than this? The proportions all look weird and no plume? Really? How did this design ever make it this far? Update them!

r/runescape • • 18d ago

Discussion - J-Mod reply Might be an unpopular take, but group bosses are dead on arrival for most players simply because of how uniquely punishing the game is to teach/learn group encounters

434 Upvotes

And I am gonna preface this by saying I actually like group content , be it bosses , skilling activities or minigames , and frankly , I wish we had more of it that was playable.

But that really is the key, playable.

For a lot of players group content, no matter what it is, just isn't playable, not because it's too difficult, not because there's some impossible mechanic or damage Check that only the elites can cross. But simply because learning bosses in this game , especially group content can be a uniquely punishing experience. My favorite , albeit somewhat antiquated example , is the liberation raid series. Very easy especially for yaka for one person to slip up and everybody die or take heavy damage . And we haven't really had a boss Since that was that punishing , 41 person to slip up just about every modern boss has some sort of check that in a group if messed up results in either really heavy damage or just outright death.

And that , unfortunately , makes most group content either , just straight up dead on arrival for most players. Or makes it an extremely hard sell for them to get into that more often than not people just choose to skip , rather than potentially deal with the crash out of upwards of nine individuals.

And yes, I'm aware most of the material costs aren't really that much.If you mess up some food, maybe a familiar and a potion.But since everything at the high end requires time to create and restock , some people get far more upset that they really should overlosing supplies , and unfortunately , if you are in the learning position 10 to 1You're getting the blame if you're not with a group of friends or as other games might call it a static.

It just makes for a generally unappealing experience to most players who either don't know there's things like mazcab academy or the handful of angel of death communities out there that are willing to teach. Or just simply don't wanna deal with any potential fallout when inevitably , they screw up or go down. And before anyone asks no I don't really have any solutions for this , you can , of course , add a solo difficulty to everything , but then that kind of kills group activities as a whole as generally speaking going alone is more effective in just about any situation. Since the only person you have to account for messing up is yourself. But maybe moving something more towards lunar magic being able to do revives , stuff like that in an encounter and just a general rework to how death works in group settings might be , what's called for. Or, Sanctum actually had a pretty decent idea if poorly executed, but in general, I can't really say what would be best only that for most players , group content is dead on arrival

r/runescape • • Aug 27 '26

Discussion - J-Mod reply The Runescape 3 map looks washed out

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476 Upvotes

To preface, I'm an OSRS player, and a long returning RS3 player (last played in probably 2020), and I feel like the game's world map could be improved.

To me, the RS3 world map looks dull and washed out since it uses seemingly the same dark shade of green throughout. Also, certain environmental "barriers" like cliffsides generally don't have sharp borders like they do in OSRS, which often causes them to look incredibly blurry (see White Wolf Mountain).

There are some locations that look especially bad on the world map, particuliarly Anachronia. When I first saw it on the map (final attached image), I legitimately thought that I either had a map graphics setting set to low or a graphical bug because it looks incomplete.

While I understand RS3 and OSRS are different games and don't need to be homogenized, I think this is a fair instance where improvements could be made by comparing the two maps. The OSRS map has far more vibrancy and variety in the colors used, which creates contrast that better highlights specific areas and landmarks. Borders like cliffsides are also represented with sharp borders, which make the environment much clearer to read (again, see White Wolf Mountain). These differences add more depth to the OSRS map and make it much more visually appealing and the world feel more inviting and alive to me.

I know that this isn't a high priority as it doesn't really impact gameplay, but I honestly believe that a dull and blurry map may have a negative impact on the new player experience in particular. I'm very curious to see how many people agree/disagree, and whether this is a common gripe or if its just me.

TLDR: The RS3 world map looks dull and could be improved upon with a bit more color variety, vibrancy, and sharper borders for certain unwalkable terrain akin to the OSRS map.

r/runescape • • 1d ago

Discussion - J-Mod reply So reignited is gone, but, i feel it's our duty as a community to continue aggregating feedback to improve the early and mid game and help those that still come

298 Upvotes

We ignited or not a big problem we have is the early and mid game and core functions like clans are pretty bad. We won for better or worse, so I think we educate community should be able to strive to try and compile as many issues and pain points as possible.

Let's make sure that when dec2 rolls in we have as solid an experience as possible, waiting for them. And for the stuff , we can't get done by then , let's be there at the community to welcome new and returning alike and show them the ropes, give them that community that helps keep people around.