Old School Runescape

Old School Runescape Dev Tracker




Comment

Hey u/Disastrous_Ad_2153

u/Friendlygymgoer is correct, there are a few different reasons we may lock accounts, but the most common is due to suspicious logins. Without knowing the specifics of the account in question it's hard to say for certain, but on the off chance that a hijacker had gained access to your account, I'd recommend doing a security sweep including:

  • Check your email is fully secure and not accessible to another person (I'd suggest 2FA for your email too) I'd also encourage you to review the inbox rules currently in place on your registered email address. If your regi...

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Comment

Hey,

Sorry to hear this. I've flagged this to the team for review but could you also kindly contact our tech team here? They will be able to take a look at this for you. Thank you for your patience!

-Jagex Support


04 May

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Originally posted by Jagex_Melora

Hey,

There's been a lot of misinformation / incorrect assumptions on the thread so I just wanted to clarify that if you have not yet upgraded to a Jagex account and a hijacker upgrades your account, you need to contact support here.

Once we verify ownership of the account, if you are the owner we will get your account back to you.

Where I think people are getting confused is the stance we have on accounts that are already Jagex accounts (and have been made so by the original owner), which is that there is no manual recovery option, to prevent hijackers from accessing Jagex accounts secured with 2FA.

I hope this helps.

Also, just copying this from a previous thread of mine regarding how to keep Jagex Accounts safe!

In order to get you started on the best foot possible with your Jagex Account, I've included some security guidance below:

Your Jagex account is only as secure as your email is. As there is no manual recovery method for Jagex accounts, if you lose access to your email, you may lose total access to your Jagex account. Therefore, I'd recommend having 2FA set up on your email, as well as your Jagex account.

You need access to your email to access your Jagex account. Brand new emails set up purely for the purpose of your Jagex account are great from a security point of view, however it's worth keeping in mind that many email providers will close email accounts after a period of inactivity, so even if you only use it for this purpose, make sure you're checking it regularly. We have a list of the most common domain provider polic...

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Comment

Hey u/WeatherLast6351

There's been a lot of misinformation / incorrect assumptions on the thread so I just wanted to clarify that if you have not yet upgraded to a Jagex account and a hijacker upgrades your account, you need to contact support here.

Once we verify ownership of the account, if you are the owner we will get your account back to you.

Where I think people are getting confused is the stance we have on accounts that are already Jagex accounts (and have been made so by the original owner),...

Read more
Comment

Hey,

There's been a lot of misinformation / incorrect assumptions on the thread so I just wanted to clarify that if you have not yet upgraded to a Jagex account and a hijacker upgrades your account, you need to contact support here.

Once we verify ownership of the account, if you are the owner we will get your account back to you.

Where I think people are getting confused is the stance we have on accounts that are already Jagex accounts (and have been made so by the original owner), which is that there is no manual recovery option, to prevent hijackers from accessing Jagex accounts secured with 2FA.

I hope this helps.

Comment

Originally posted by b_i_g__g_u_y

Man this would make the lumby ring so much nicer to use to alch. Almost impossible at times during barrage tasks

Absolutely! Is one of the things I added it too. Be nice not to have to equip the thing to get access to it when bursting nechs :)


03 May


30 Apr

Comment

Originally posted by someanimechoob

See the other comment thread I started as it's directly what I wanted to know too! tl;dr ~5% higher drop rate on average.

It's not 5% higher drop rate on average, OP didn't give enough context even if the math is entirely correct. It's a 5% increase on the average drop rate only if everyone who does the content doesn't stop until they get said unique (which isn't and will never be the case).

The real number would likely be around +2% or less. Not only that, but that direct increase only applies to chase uniques, which people actually go for. You have to compute all the other uniques which will no longer drop because many people now finish their grinds earlier.

Overall, I'd be really surprised if it meant more than a +1% increase.

Yeah that is a great point, some proportion of people will stop before getting one.

Though this system would incentivise seeing it through.

That effect will be stronger for ironmen than it is for mains who quite possibly are very happy to stop. Examples like just doing Shamans whilst on slayer task for example.

I would reconsider the use of the word average! 5% is more of a cap.

Comment

Originally posted by SoAndSo_TheUglyOne

Wouldn't that just effectively buff the drop rate of everything that's rare across the board? What's the functional difference at that point from just buffing drop rates?

It absolutely does, it's a question of how much really - and how much is too much.

See the other comment thread I started as it's directly what I wanted to know too! tl;dr ~5% higher drop rate on average.

Comment

Originally posted by Girtag

Man good job you hit Kieren with the math hard.

I support this, especially for pets please.

I fished 986k karambwans post 99 fishing for heron in addition to 1-99 being before tempoross, 44k tempoross pulls for tiny tempor, and currently 8k GOTR pulls and no pet.

I'm always partial to some good maths! it was my education background :)

Comment

Originally posted by metaCyC

Just ran some simulations of 100000 players doing CG for an enhanced weapon seed.

Without any changes, I got an average droprate of 400.2, min = 1, max = 5700.
With bad luck mitigation, I got an average droprate of 381.2, min = 1, max = 2275.

https://preview.redd.it/exq9nenp8mxc1.png?width=610&format=png&auto=webp&s=586db3a1bc0b0a6051998b45e87c1833e645af80

Interesting! So roughly speaking 5% if you are increasing drop rate as you described.

It's interesting to then think about the psychologic impact on players - ironmen presumably would feel more compelled to continue until they get the drop and would move on.

Perhaps mains feel something similar, if they're dry - it feels worth capitalising on your investment and seeing it through to completion. As much as the vestiges for DT2 bosses have other issues, there's definitely a similar 'sunk cost' thing going on there and players will feel they need to see it through or they've wasted time.

Ultimately that aspect is far harder to ascertain but I reckon it also ups the amount of kills happening and thus drops too.

I'm not that uncomfortable with the numbers here though, whether we can do something like this will ultimately come down to more than me - the team's view and naturally... the community as well

Comment

Originally posted by metaCyC

yeah no clue how you'd do this analytically.

Was how I was initially going to do it and then I realised it was going to be tough and I didn't have time quickly over lunch haha

Think simulating was definitely a good way to do it!

Comment

I've not sat and actually done the maths but what would it mean the actual average drop rate becomes?

With bad luck mitigation, the increasing drop rates for those who go dry would mean the average drop rate actually reduces from 1/3k, I think it's something we'd want to understand so to grasp the impact this kind of system has with respect to the economy (how many DWH will come in and be sold on the GE essentially).

I do generally agree that I think it is unfair that a handful of players will go disproprotionately dry and ultimately an item like DWH, an item like enhanced seed from CG are incredibly important progression points for irons, many will just quit the game entirely and give up if they are on that kind of dry streak.

There's also a culture of not catering to ironmen, I'd argue mains care to an extent too if doing the content for money but it is a sentiment that is made clear at times. There's a simplicity to drops working the way they do ...

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29 Apr

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Originally posted by Nex_Sapien

While your at it do you think you guys could discuss the issue of cells not granting exp when recharging a full barrier? I understand it's to prevent player from spamming the nearest barrier, but a token amount of exp would feel infinitely better than receiving none at all because someone beat you to it. If the exp is lower than recharging a less than full barrier people will still play the game correctly.

Expect an update soon (tm) with some proposals which could alleviate this issue.

Comment

Minigame was initially designed to scale the NPC threats up to 100 players. A few months later we increase it to 200 (without spawning additional NPCs) to see if it overly affected server performance or caused any issues.

We're aware of the concern with the current player limit, the frustrations of waiting for the next game and the frustrations of not getting in even after waiting. Expect an update soon (tm) with some proposals which could alleviate this issue.

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Originally posted by IvarRagnarssson

Hey, quick question if you can answer: how do you make sure the lore you’re bringing in, as small as it is, doesn’t conflict with existing lore/potential future lore?

We usually just ask around the team, check wiki, or if we miss things they can get picked up in team sprint reviews or playtesting.

Generally just having game knowledge can help with this too

Comment

Originally posted by Jaguaism

Hope you guys will be able to revisit GOTR QOL changes soon!

Soon (tm)

Comment

Originally posted by furr_sure

Honestly having this teleport locked behind avg of 1k rift searches is insane

I'm always conflicted on this.

The goal of the amulet was never to provide a means of teleporting to the content easier, it was to tell a story. Later on with development in GoTR I wanted add random things you can pull out of the abyssal rift as a thematic, rare drops that would make players go "Oh, what's this?"

The amulet has a story attached to it and adds some lore to the Lumbridge guide which I thought was kinda cool. Then we got some feedback that it'd be nice to offer some benefit to it so I thought a teleport was fairly harmless especially since we already have a fairy ring near the content.

Then I got feedback post-launch that players felt like this should be on the collection log, so now it's in this weird place. I even see feedback every so often asking for it to be an infinite binding necklace but if it was a genuine meta-relevant reward for the piece of content I would never have made it so rare.

As a developer, I generally like to sprin...

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26 Apr