Hi team! I have three questions, the first two for anyone, and the last mainly for MMK.
All: Roughly three years into OSRS, how do you feel the poll system is working? Are you getting a better feel for which balancing/tweaks should be polled? Are you optimistic that a good new skill could eventually pass a poll? It's pretty unique to have such a player-driven game. :)
All: After three years, the playerbase has leveled up substantially, especially with NMZ. As of this post, there are 36k players with 99 hitpoints (indicating very high/maxed combats) and 179k players with 80 hitpoints (indicating a "high" combat level around 100+). Combined with better gear and a bunch of solo bosses released in the last couple years, high stats now mean teams are unnecessary for most content. If we look at all the pet-granting bosses, for example, only a few like corp and BA are typically done in teams by very high levels. Do you plan to introduce more group content with endgame replay value? Will raids help fill this niche?
MMK: Another cool thing about OSRS is a bigger focus on data-driven decisions. How is the data warehouse coming along? In the past, you've referred to a drop log in the data warehouse that will count "how many of each item is dropped from each monster" to help with drop table balancing. For monsters that have recorded kill counts (in either the boss or slayer logs), can't you simply aggregate total kills and compare those counts to the drop rates to see a monster's impact (recording total kills once a day to see rate)? What of trends would a data warehouse drop log allow you to see that you can't see now?
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Hi team! I have three questions, the first two for anyone, and the last mainly for MMK.
All: Roughly three years into OSRS, how do you feel the poll system is working? Are you getting a better feel for which balancing/tweaks should be polled? Are you optimistic that a good new skill could eventually pass a poll? It's pretty unique to have such a player-driven game. :)
All: After three years, the playerbase has leveled up substantially, especially with NMZ. As of this post, there are 36k players with 99 hitpoints (indicating very high/maxed combats) and 179k players with 80 hitpoints (indicating a "high" combat level around 100+). Combined with better gear and a bunch of solo bosses released in the last couple years, high stats now mean teams are unnecessary for most content. If we look at all the pet-granting bosses, for example, only a few like corp and BA are typically done in teams by very high levels. Do you plan to introduce more group content with endgame replay value? Will raids help fill this niche?
MMK: Another cool thing about OSRS is a bigger focus on data-driven decisions. How is the data warehouse coming along? In the past, you've referred to a drop log in the data warehouse that will count "how many of each item is dropped from each monster" to help with drop table balancing. For monsters that have recorded kill counts (in either the boss or slayer logs), can't you simply aggregate total kills and compare those counts to the drop rates to see a monster's impact (recording total kills once a day to see rate)? What of trends would a data warehouse drop log allow you to see that you can't see now?
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