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The March competition continues until April 1st.
It's March and while people say it comes in like a lion and out like a lamb, Jagex has saved its bigger updates for the end of the month. As of writing this, the fire making improvements and incense sticks should be out next week, but with that being said, there is still much to talk about. It's far past time someone shines a light on the poor underclass of RuneScape accounts known as alternate characters, or alts. This month we'll be looking at what an alt is, how they are used, and how they affect the game whether you have one or not. I'll also be giving some pointers on the best methods to get an alt up and running and working for you. Let's start at the beginning though with what is an alt, how are they used, and what kind of players tend to have alts.
An alt account is basically a second RuneScape account, although a player could have more than one making it their 2nd, 3rd, or 4th account. The account that has the most time/stats/achievements, or dare I say love, is known as your main. This is the one you show off and make sure is dressed to the 9's. Meanwhile, a person's alt often looks like a beggar standing in the old varok GE asking for 50K because they just got hacked and just need to get back on their feet. The reason for this is that alts have specific purposes for those who have them. They tend to be used for a couple of primary purposes. The first and most popular one is to be a little moneymaker. The second is to use an alt as a resource gatherer for the main. In the old days of RuneScape, there were also what was known as pures, which were usually alts as well and used for pking. There's not much of that anymore so pure alts are all but extinct now in RS3. Finally, the players that have one or more alts are primarily RuneScape only players. That means RuneScape is the game they are playing 90% of the time. They may play a round of League of Legends or Overwatch but it never interferes with their true love, RuneScape. The question remains, however, how does this affect the game?
The effect alts have on the game isn't easy to quantify. The fact is we don't have enough empirical data to draw direct conclusions. What we can do is discuss the likely effects they have now and the potential effects they could have when mobile is fully released. For the most part alts don't have a large effect on the game in general; however, where I suspect they have the most impact is on the game economy. It is a complicated issue to unravel though having both good and bad effects on the economy as a whole. First, let's look at the good. Most alts don't pay for membership outright. They tend to use bonds to either pay every couple of weeks or save up through the year and buy premium. This is great for the bond market. Without alts, bonds would be in less demand. That being said the recent rise in bond prices in real life has raised their in-game value thus making it much harder for alts to sustain themselves and make money. From a corporate perspective, alts are great. Every alt that has membership in one way or another represents money Jagex has made. Therefore, they do help the bottom line. We also can't overlook ironmen as well. They are typically a second account and although they differ from a traditional worker alt, they're still a form of alt allowing the player to have a unique RuneScape experience.
There are some downsides to having large numbers of alts in the game. First of all, alts do the jobs mains don't want to do or have time for. While this is ok for a resource gathering alt that is just gathering resources that will be used by the main, the money making alts do have an effect on resources in the GE. Essentially, they are keeping prices on skilling items low. Mining and Smithing are good examples of this. The numbers of people engaged in the rework weren't anticipated and have led to lower prices on ore than was predicted. That's not the fault of Jagex; if anything they've been a victim of their own success. The reason for this is alts need afk ways to make money. Naturally, that means most of the best skilling moneymaking methods are perfect for alts with the exception of Runecrafting. Cutting elder logs, gathering divination energy, mining and smithing are all good examples. It's a similar issue as RuneScape has had in the past with bots keeping the price of resources low only this time bots aren't needed, everything is afk anyway. One criticism of this argument is how much can an alt even make in an hour anyway? Isn't this much to do about nothing. Well, not really. Yes, an alt may only average between $800K-1.5M an hour but multiply that by 2, 3, or even 4 and now all of a sudden it's real money. Playing four accounts may sound mad now but I know people that do it and it's only going to get easier with mobile. So how do you get in on this you may ask?
The best way to get an alt started is with a Refer a Friend (RAF) account the night before DXP weekend. Not only does this boost your mains that weekend but it boosts the alt as well. Then take your alt to RuneSpan and do as many runespheres as you can. Four is enough to get to level 50, which is what you need to do vis wax, which is an important money making daily task for your alt. Speaking of dailies, they are very good for alts and can almost sustain an alts membership by themselves. It may take just a little time and effort but it’s worth it. Doing quests like As a First Resort and Smoking Kills can unlock broad arrowheads and sandstone for potion flasks, both of which are good daily money makers. Fremennik Trials, Kingdom of Miscellanea, and Royal Trouble are also good ideas that will let you gain access to your own kingdom, which will provide you resources, and daily yak hide runs. Other ideas to put your alts to work are cannonballs. Yes, it's not much gp per hour but its total afk and couldn't anyone use an extra $800K an hour? It will require Dwarf Cannon but that's easy. At level, 63 summoning you can make spirit cobra pouches and ophidian incubation scrolls. What this does is turns a regular chicken egg into a cockatrice egg making you a cool $900K-1M an hour. Of course, the more time you put in your alt the more you'll get out. If you're dedicated, you should try to get your alt in Prifddinas. I know it looks like a lot of requirements but the skills are pretty easy to level up especially if you catch a spring fair or beach event. Then you just have some quests to do. The Holy Grail for an alt is to get 90 divination and 101 invention in order to do divine charges with the divine-o-matic. However, even 90 divination is enough for incandescent energy and you'll be surprised how fast you can get there from just Guthix caches. The Holy Grail for a resource gathering alt is to get your player owned a farm up and going. This is extremely fast and when you get to dragons, you can easily set your alt up as a breeding farm allowing you’re main to stockpile beans for a later date. There are many, many more ways to make money or gather resources with alts and most aren't any different from what you would do on a main only slow and kind of boring.
Alts are here and they are here to stay. No wall is going to keep them out and in many ways; they are good for the bottom line. You will probably notice an influx of alts when mobile releases in full. It does hurt the casual skiller who just has one account but there's no turning back now. This is the natural progression that happens when skilling methods become more afk. Just remember the next time you give someone grief because they aren't talking to you they're probably not a bot they are most likely an alt that has a job to do and no time to chitchat. Until next time, Happy RuneScaping.
Spellbook swap changes, patch notes, and another look at the comp cape rework, onyx, and a potential stone spirit rework. Plus thoughts on player support and cloud gaming.
We start off with a bang seeing the removal of Bounty Hunter. Don’t worry though, the rewards are still accessible, if not even more so. And is the wilderness Slayer task list, almost perfect? Plus off road discussions on Onyx and the Comp Cape rework.
Ah, RuneScape. The game where achievements and completionism never fails to be mentioned at least once every few months. This time, it's all about the big completionist cape rework we've been promised. When the first collateral damage reports came in though, things got heated. The initial proposal is to replace end-game capes with a new system of achievement milestones. The achievements will be split in several categories, such as combat, lore, and skilling, and each category has three milestones. Lore tier 1 would be finishing all quests for example, while skilling tier 1 would be getting 99 in all skills.
Some of you may be wondering: wait a second, Cireon, what are you saying? Lore tier 1 is finishing all quests... doesn't that already have a cape? Here's where it gets interesting: the lore tier 1 cape would replace the quest cape. We got a riot on our hands when Jagex merely changed the quest cape design, so the notion of removing it entirely caused, well, some concern. While it has since been clarified that the lore tier 1 cape is, in fact, the questing cape, I think it is worth looking at something else that happened during these heated discussions: people were wondering why these changes were made in the first place. "Why is Jagex making this overly complicated?"
I think the design document outlines the problems with the current completionist system from a game mechanical point of view very well. We can also think about this on a higher level. RuneScape never had a well-defined endgame. The game was originally not designed with the idea that people would get the maximum level in a skill in mind. This leads to two problems that crop up in RuneScape. Firstly, other (MMO)RPGs often have some level of replay value. There are meaningful choices to make on character creation - race, class, story background, to name a few. Choosing a different point to start can give you a greatly different experience, both in terms of gameplay (if you are playing a different class), and in terms of story (if you have a different story background). Playing World of Warcraft as a human wizard or an orc fighter are massively different experiences, despite the game being the same. Even then, in most MMOs, progression is often only a part of the game experience. Usually there are good PvP and/or PvE experiences that players end up spending the majority of the time in. This nicely brings us to the second problem RuneScape has to deal with: there are very few activities in RuneScape that are fun just because they're fun doing, rather than hitting some milestone.
As players have been spending more time with the game, Jagex has had to add new things to spice up the late game, and to keep having things for players to work towards. This has culminated in the completionist cape, and its trimmed variant. This solution worked for a while. However, updates take more time to make than to complete, and thus players caught up. The completionist cape became common-place, and since its status has made the cape best-in-slot, so did its combat bonuses. Suddenly, Jagex could expect a backlash on adding new requirements, and ever since the Menaphos update, there has been few new requirements added to the completionist capes.
Like I said, Jagex has been incrementally trying to push players to keep playing the game. That's pretty much their job, because their revenue depends on people actually having a reason to log in regularly. We went from capes of accomplishment to max and completionist capes, then the virtual levels were added, followed by the master skillcapes. Yet, every time it's just a patch up. A new bit of duct tape added to the game to keep people playing. Never did Jagex sit down to find a proper solution to the endgame problem. There are things to learn from other MMOs for sure, but RuneScape is quite unique, and thus it needs a thorough design to fit that very thing that sets RuneScape apart from all the other games. The very requirement to actually make the endgame work prescribes a massive transformative update to achievements, almost by definition.
The achievements rework we got last year would have been the perfect moment to do it. In the lead-up to this update, we had several discussions on the podcast about how the game could be improved by a different approach to achievements. We talked about new ways of using dailies and spotlights, better ways of presenting milestones, and more. Yet all we got was a mediocre interface rework that is still not used to its full potential. It looks like we'll still get part of what we hoped for, it will just be a year late.
So when people ask why Jagex is making this overly complicated, the answer is actually quite simple: because they have to. Sure, Mod Jack and co could spend time on another content update or two instead, but people would finish it within days. Players will slowly leak away from the game, because there is nothing left to achieve. By investing in completely reworking the achievement and completionist system, Jagex is playing the long game. It means that each update Jagex releases counts for more. It also means that there are steps between maxing and comping for people to achieve. It is unavoidable that in such a process, the old system must go away. This is understandably a challenge for everybody who worked hard towards their achievements, but it is a necessary step in ensuring the long term health of RuneScape as a game. From what I have seen, Jagex could not have been more respectful towards existing cape holders in how they approach the problem. The community repaying them with a small riot is not in anybody's interest. We have to accept that the old needs to make way for the new. Only then can we create a system that works for everyone.