Upcoming updates

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Future update.png This article or section contains information about a scheduled future release or update.
As such, the information is subject to change. This article should consist only of facts included in official Jagex releases and not speculation.
Remember: The Old School RuneScape Wiki is not a crystal ball.
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The following is a list of upcoming updates, derived from official Jagex sources:

Official Jagex Sources for Old School RuneScape


Confirmed updates[edit | edit source]

Updates in this section have either passed a poll or have been otherwise officially confirmed.

Hitsplat update[edit | edit source]

The Hitsplat update is meant to tint the damage dealt by other players, to either NPCs or players, to a different colour than yours, to let you differentiate them better. This feature would be toggleable.

This feature was polled/passed on Content Poll #46 (Question #7), which concluded on August 17th 2016. This update has been delayed due to unexpected engine hinders.

Planned updates[edit | edit source]

Updates in this section have been revealed or widely accepted by the Old School Team and are very likely to be polled in the near future.

A brand new Bounty Hunter task system[edit | edit source]

First announced at RuneFest 2017, a task system was proposed for the Bounty Hunter minigame and activity. It's a pretty straight-forward idea: a Bounty Hunter task master would be introduced, which would assign players to finish their kills while wearing certain randomised pieces of weaponry and equipment. Upon completing tasks, the player will be properly rewarded but this still needs some feedback.

The Fremennik Exiles - a sequel to the Fremenniks[edit | edit source]

The "Fremennik Exiles" is a new Master Quest that follows up the Fremennik story-line. It was first revealed by Mod Wolf as one of his personal TAPP projects and was then presented during RuneFest 2017. Not much detail has been shared about its development since then, but it's expected to be eventually finished and polled.

Kourend reworks[edit | edit source]

Mod West has talked about how there's some Arceuus and Lovakengj reworks in his mind that should probably materialize - though haven't yet be assigned a specific date in the schedule - and has previously posted a sneak-peek of an Arceuus Spellbook revamp, which is also intended to be eventually implemented into the game.

Achievement Diaries - rebalances and improvements[edit | edit source]

The OSRS team would like to rebalance some of the higher-end Diary rewards that come from the elite tiers, by downgrading those rewards that seem unnecessarily upped, to lower tiers, plus perhaps add a few new rewards here and there to fill some gaps.

Mod Kieren firmly approves the rebalancing of mostly the Karamja and Desert diaries' rewards. He even wants to remove the requirement of imbuing a Salve Amulet through NMZ, in order to complete the Ardougne Elite Diary.

There's some popular ideas about changing some features found in the Diary items themselves, like making the Lumbridge Rings consume Alchemy runes before recurring to spending their daily, free, Alchemy charges, also changing the Nardah teleport's arrival-spot of the Desert Amulets, from the outside of the hut (with the altar), to the inside.

Reformation of the in-game Death Mechanics[edit | edit source]

The community was worried about our game integrity regarding how "weak and forgiving" the Death Mechanics rules were in Old School RuneScape, therefore, as everyone spoke loud, awareness was risen to the J-mods about this uneasiness, which lead to a survey being hosted by Jagex, to better know how would the community draw the Death Mechanics to work like.

The final results from the survey essentially proven that the community would prefer a grave-system that would keep a players' items upon death, at the same exact or approximate spot where they died (excluding dangerous-PvP-scenarios) for 20 minutes, instead of the current 60. In spite of this, those items would persist dropped on the ground throughout every game-server. In addition, the 20 minutes cooldown would only tick when the player is logged-in, in other words: real life time would not count towards the 20 minutes threshold, if logged-off. As is, dying in an instanced area means that your unprotected items will be completely lost, whereas with this overriding gravestone-system, those items could simply be put outside the instance (this might also apply to other places that are not exactly instances, but can still be quite harsh to die at, e.g. God Wars Dungeon). And lastly, they stated that players would be able to loot their gravestones even while in combat.

Another decision made by the mods, was to be considerate for players who play the game under the UIM mode, since applying such changes would very heavily impact their play-style, so much that it would no longer be viable to do half the things they could do before, so to speak. That's why Jagex strives to treat their mechanics separately (by not applying the aforementioned changes to them - although they might still get a little tweak, though not so punishing).

Clan System - overhaul[edit | edit source]

Although the engine hinders this goal, the team has said they will work to overcome all the potential technical difficulties involved in such big task; they've stated, quite a few times, that they're looking forward to eventually do something amazing to the current and lacking Clan System, to make it a lot more interactive within the community and their group events, in general.

(Website) Boss Hiscores[edit | edit source]

Quite self-explanatory: all of the 'kill count' data logged into everyone's "Boss Log" would be made public in the official OSRS hiscores. The team has expressed they hope to make this a reality down the road when there's a sizeable space in their schedule and that it'd be an amazing update because it'd encourage players to keep playing through existing content.

Giant Bosses - continuation[edit | edit source]

The OSRS team has expressed to their player-base that they plan on, sporadically, continuing and finishing the Giant Bosses series. The Ice one could be added to F2P but the Fire one is still subject to discussion as to whether it would be available in F2P or not, considering that there aren't any regular Fire Giants in any of the F2P areas, therefore they'd need to be made available somewhere in the F2P servers, so that players can receive the key that would allow players to enter the lair of the Fire Giant boss.

The revisit of some drop tables[edit | edit source]

The changes might not be direct alterations to the drop rates of anything, but some mods have stated that they've planned to review and rework quite a few drop tables that seem either too powerful or too lacking. They already have the tendency to alter some of the drop tables without polling it first, but since it's for balancing purposes, it simply is for the better integrity of the game.

There aren't any clear notifications about what's exactly going to change, but some of the most popular items might be looked into with more care than the rest, with the purpose of aiding both the short and long-term game economy. For instance, gargoyles might get the Granite Maul drop chance removed to soothe the huge influx of such desirable weapon, thus preventing the street value from dropping to incredibly low prices. In this specific case, the Maul would only be a drop obtainable from the Gargoyle bosses.

Additionally, some niche yet fitting drops have been suggested by the community to be added to some existing drop/loot tables, such as making Bird's eggs a potential loot from Bird Houses and adding feathers to the drop table of Seagulls.

On the other hand, discussions about the "rare drop table" have concluded that it'd be made so that when the player rolls on it, whichever RDT item they get will count as an extra drop, on top of the usual drops (unlike as is - where the regular drops are overriden).

Black Graceful (cosmetic) set[edit | edit source]

There's been a well-received proposal of a dark-themed Graceful set variant by the community. It was discussed numerous times until it was said to be planned for addition. Mod Ry was last working on this specific set.

In a similar vein, the Lovakengj variant of the Graceful set is being considered for having its colour scheme turned into more of a solid-orange colour.

Possible updates[edit | edit source]

Updates in this section have been discussed in Q&As or on Social Media but there is no promise they will be offered, however, they are still likely to be polled or added in the near future.

(Engine) Interface scaling[edit | edit source]

Interface rescaling is a feature that has been discussed since the release of Resizable Mode. It was originally being worked on by Ian Gower during 2015, but has since then left Jagex, so the engine team would pick up from wherever he left off. No official ETA regarding this feature has ever been given.

(Engine) GPU rasterizer[edit | edit source]

Some of the engine development team have worked on a GPU-accelerated rasterizer in order to optimize the game for better performance, as it currently can only use one CPU core. The project was put on hold but it was said that if this was to be continued, the change would be applied to the Mobile version of the game before the desktop one.

F2P gear improvements & additions[edit | edit source]

The team has expressed before that they wouldn't be opposed to take a look at F2P and their gear. The proposed improvements include enhancing the chances of getting the Skull sceptre pieces and allowing it to autocast Crumble Undead. Removing the negative bonuses of the Shaman mask & Stronghold of Safety's boots was also debated.

The new gear that has been considered to be added to F2P are the following: Crossbows and Bolts up to mithril-tier, Metal boots up to adamant-tier, Dragonhide shields up to green-tier, the Frog-leather range set, the Snakeskin-leather range set and the Splitbark mage set.

Construction updates[edit | edit source]

Both J-mods and the community have expressed heavy interest in more Construction updates.

A) To start off, there have been requests for extra teleportation features for the POH. The popular ones have been:

1 - Expanding on the Portal Nexus. Arceuus teleports aren't yet a thing on this piece of popular furniture, thus why they've been suggested to be added. (It is, in fact, very possible to expand on it, since when the Nexus was being coded, it was made quite flexible to expansion).

2 - Adding a mounting stand for your Achievement Diary armoury set. Each piece that normally has the ability to teleport you, would also be capable to do so while mounted, similar to how the Cape hanger works with capes of accomplishment.

3 - There has also been discussion about potential mounted silver jewellery. This has also been requested as an add-on to the Jewellery Box, but since its interface is already very packed with other teleport options, it'd be much more likely for silver jewellery to be introduced as mountable furniture instead, if it were to come in some sort of way.

B) In another hand, there has been considerable empathy for new decorative furniture:

1 - Some new wall-kits and themes for your entire house could be introduced.

2 - Garden and Superior Garden hotspots might allow some extra decorative options for their trees & flowers, such as Fossil Island's mushrooms or Buchu leaves.

3 - There was also the idea of mounted Slayer Helms in the Achievement Gallery room (the helms could be taken back, similar to how the Cape Hanger works).

C) In top of all of the previous stuff, the community seems to have thirst for new experiences in the ways they can train the Construction skill. There have been a few suggestions and talks about some potential new methods:

1 - The introduction of Redwood planks (which could be used for training Construction in the old school way & bring in some stunning Redwood furniture).

2 - The introduction of a brand new Construction method. This one would work just like the Slayer skill, you'd get randomised assignments of building X furniture in some house for XP.

D) There's more ideas for earning Construction XP, although more passive, but outside the POH, that would involve some travelling and adventuring in order to earn this extra XP, these are:

1 - The concept of "buildable Agility shortcuts". These would be located all around the game-world, and would require the player to use the Construction tools to build them and permanently unlock them, all of them would be locked behind a certain Construction level to be constructed, and a certain Agility level to be used. Some places in the game already give hints of where some of these shortcuts could be located at, like that broken bridge located in northern Morytania, the bridge leads to a small island called "The Mausoleum", which actually features some small gravestones and not an actual a mausoleum. The island requires to be visited for a Medium Clue Scroll step, and the only current way of getting there is through the Experiment Cave.

2 - There has also been the supported idea of allowing players to repair some features or items all around the game-world, that look like they need so, this would be done by interacting with the game-world environment. A great example of this would be allowing players to reconstruct some parts of the town of Burgh de Rott or the statues that were lost during and after the Garden of Tranquillity quest (by using some marble blocks), getting some Construction XP in return.

Stored axes at the Canoe stations[edit | edit source]

A suggestion about giving axes to the different canoe guides, around the River Lum, for them to store and save them for you, was discussed and the mods stated that they can actually look into this feature to be added to the game.

Additional Desert carpet-riding travel options[edit | edit source]

There was a discussion that pointed out how players need to travel to Pollnivneach before being able to take a carpet ride to Sophanem. A petition was brought up about allowing the players to take a carpet ride to Sophanem, directly from Nardah (and also allow a vice-versa option), the mods seemed keen on updating this to add these new travel options.

Prospecting rocks - revision[edit | edit source]

Upon request, J-mods have discussed on stream that they could indeed rework the functionality of the "prospect" option found on the drop-down menu of rocks all over the game. They'd like to let players see any rock respawn-timer ticking, through this option, although they've said it might not be as quick of a change as one might think.

A quicker way to smith Cannonballs[edit | edit source]

A new manual/faster way to smith cannonballs has been called-for quite a few times at this point, the team states that they're aware about how frequently this particular topic comes up and that they could look into how to go about such feature.

Skill Guides - more information to be added & uninterrupted overlay[edit | edit source]

Although skill guides aren't used as frequently by advanced players, they play a big role for newer or returning players. Thus why there's constant requests to update some outdated aspects.

Within the skill guides, there's more information that could be added, such as adding information about what the Skillcape perks are, the effects of potions within the Herblore guide, and the effects of 'special attacks' within the Combat guides. An example of a guide done right is the Construction one, since it tells you which materials are needed for everything.

On top of that, there's been a popular request asking to allow these overlays to stay opened when simultaneously doing some other in-game activity - also requested to be applied to the quest journals and in-game text books.

Additional functionalities for Skilling Collection items[edit | edit source]

Talking about the Rune Pouch, Herb Sack, Seed Box, Coal Bag and the Gem Bag. There has been mention about allowing these receptacles to automatically collect and put into them the respective resources obtained through skilling or by picking them up. For instance, the Rune Pouch can already automatically add runes that are picked up, but it can't automatically store runes that are obtained through Runecraft - the idea is to prioritise resources going into the recipient over the inventory, in an automatic manner. The Rune Pouch would allow storage of runecrafted runes / Herb Sack - picked up & harvested herbs / Seed Box - picked up seeds / Coal Bag - picked up coal, coal from MLM sack & mined coal / Gem Bag - picked up & mined gems... all of that with an automation toggle turned on. This is something that Mod Kieren, in particular, has been keen on.

Additionally, the Herb Sack might be able to store clean herbs in the future, not just grimy ones like it currently does, and it might be moved or added to other activities as means to acquire it.

Overlay additions to the Map[edit | edit source]

Two things related to the world-map are always supported by the vast majority of players when brought up. Those are two different types of textual overlays which can turn out to be very useful: some would be placed by the Agility shortcut icons on the map and would display the Agility level required for said shortcuts, the others would be placed around Fairy Rings and would display what the travel-code for said rings are.

The strengthening of some Bank features[edit | edit source]

Little misclicks could be quite disruptive and cause big annoyances within the bank interface. The mods have shared their empathy by agreeing on adding a confirmation before releasing a bunch of placeholders at once and before collapsing an entire bank tab.

'Peek-all-worlds' feature[edit | edit source]

It can be frustrating when we have to constantly hop worlds in order to find an empty spot to execute some sort of PvM activity, only to keep stumbling upon busy worlds.

Mod Kieren has proposed a solid solution for this: introducing a Peek-all-worlds feature to places that already have a Peek feature. Moreover, this feature was also discussed to apply to places that don't currently have the Peek feature, but really need something similar, like the Catacombs of Kourend. As a result, this would eliminate the necessity for constantly hopping worlds, in hopes that you'll eventually find what you're looking for.

Catacombs of Kourend - replacement of some foes[edit | edit source]

It has been brought up how some foes in the Catacombs seem to be out of place, and Jagex staff have said they could easily look into this. For instance, Cyclopes do not fit in thematically, it has been suggested that something like Zombies should take their place; King Sand Crabs could also be replaced with something else, perhaps more Dust Devils since these seem to be in much more demand.

Spectate feature for the Chambers of Xeric[edit | edit source]

The Theatre of Blood has a spectate feature, but the CoX doesn't. The mods have stated they could add the missing one, which potentially could be added to the same NPC that allows the spectation of the ToB (Abigaila) - also, could look into moving her to the Gypsy's hut in Varrock, to make it easier for newer/unaware players to bump into her and, therefore, get to spectate these events which could raise interest to said type of players.

Fossil Island related updates/Bosses[edit | edit source]

Some additional access points might be added to Fossil Island itself, such as the minigame teleport being made available for the Volcanic Mine.

Ever since Bird Houses have became a popular activity, there has been discussion considering adding Bird's eggs as a potential loot from these houses, these eggs are those that can be sacrificed for Prayer XP in the WC guild.

Another Fossil Island related update could be an underground Museum Boss, which would require the player to sacrifice X amount of fossils to enter, other mechanics are unclear as of now, but there's strong consideration to put a boss there that works with fossils, so that fight with the boss wouldn't be always available. The team likes the concept of you needing to accumulate certain items (in this case, fossils) before getting into a boss lair, similar to how Skotizo or Giant Bosses work. However, there's also a Zygomite Boss idea that the team liked, it could also consume fossils to get into its lair, and done under a Zygomite slayer task might allow the Slayer Helm's bonuses to work. New rewards for either of these bosses are undefined as of now but could include a pet chance.

The optimisation of the Telekinetic Grab spell[edit | edit source]

When you telegrab something, there's an aftermath of mandatory extra game ticks that count towards the telegrab spell itself, this puts you on a short wait status (that can be frustrating enough, for players) until you can use the game ticks for something else. This has been discussed and some J-mods wanted to further agree on either getting rid of the delay or shortening it.

Allowing God Staves to autocast their own spells[edit | edit source]

Allowing God staves to autocast their own spells, through the autocast options found within the Combat Options panel, has been brought up several times and hasn't yet led to a definitive conclusion whether this is planned for implementation or not - note that this would not devalue the SOTD or the SOL, as they still have higher magic bonuses, so you would still have the usual scenario of cheap vs. more expensive gear alternatives, with corresponding bonuses according to the prices.

Thammaron's Sceptre - rebalanced around its Melee and Range counterparts[edit | edit source]

Ever since the Revenants got some unique weaponry-drops added to their drop tables, the Magic variant seems to have been left behind and unbalanced compared to the Melee and Range counterparts. Whether an oversight or not, a little change to how the Sceptre works could step up its game to match the power of its counterparts. The most commonly brought up and agreed upon change is to add a built-in spell to the Sceptre, it would consume some Ether and 1 Soul Rune per cast. Something else that could, potentially, be added to this weapon, is an unique and passive effect that would reduce the Healing-rate of the foes attacked, effectively making the Sceptre much more useful against foes like Scorpia, like it deserves to be.

Revenants' cave - grave marker[edit | edit source]

This would be a grave marker that displays your Revenants killcount, proposed to be put just outside the Revenants caves' entrances, much like how this same idea is used for Demonic Gorillas and Adamant & Rune Dragons. The purpose for this is to serve as a replacement for the Revenants tracker, currently placed on the Slayer log, since Revenants are not exactly Slayer creatures, they're just a potential task.

"Eternal" Ring of Wealth[edit | edit source]

There has been some interesting discussion about following up the "Eternal Glory" trend with Dragonstone-based jewellery. There was some good reception for the particular idea of allowing players to sacrifice as many cut Dragonstones as they want, into some somewhere in the Wilderness, with a rare chance of receiving a "Ring of Eternal Wealth" while doing so. It would have the exact same teleports as a regular Ring of Wealth, but this one would, of course, have infinite charges.

A brand new "Utility ring" slot[edit | edit source]

Due to combat-focused rings (such as the Berserker ring) being much more useful than utility rings (such as the Ring of wealth), the community proposed a secondary ring slot for utility rings, allowing players to wear one combat ring and one utility ring at once.

Utility rings are those rings that usually give 0 stat bonuses, but can still trigger some sort of effect.

Jagex Moderators have shown strong support for the concept, but expressed that there's some ring combinations that might need to be restricted in order to prevent "power creep" or prevent them from being too powerful.

Bruma Torch becoming an off-hand item[edit | edit source]

J-mods have shown interest in looking at ways of turning the Bruma torch into an off-hand item, as well as making it function as a tinderbox to light the braziers around the Wintertodt, effectively saving players an inventory space that would previously be used to place the regular tinderbox.

Yetis of Arbjor (a new trio of bosses)[edit | edit source]

Due to the low amount of winter themed bosses in Old School RuneScape, a community-driven suggestion proposed three Yetis bosses in one single icy lair, located in some northern Fremennik area.

The mechanics for these bosses would encourage gear switching and/or role-switching within a team (like Dagannoth Kings), since the Yetis would be able to turn on protection-prayers and they would also use prayer rotations, like Demonic Gorillas, but the Yetis would always keep two prayers turned on at once, thus making it only possible to attack them with one single combat style at once. The catch to make players constantly switch their gear is the fact that Yetis, that are alive and are ''not'' being hit often, will heal the rest of the Yetis until they are successfully hit.

The proposed unique drops were the Yetis' horns, that could be then attached to the Fremennik Helms, adding more combat bonuses to the helms, and maybe something attachable to the Fremennik shield as well, boosting its stats and adding a damage-recoil effect to it and possibly, even poisoning your opponent.

There's been general support to the current mechanics concept and rewards but the team seemed open to further hearing about some other possible drops. Additionally, this whole idea could, perhaps, be tied in with the upcoming "Fremennik Exiles" quest.

Poisoned weapons - revision[edit | edit source]

With the high amount of poisoned weapons with different tiers, including poison, poison+ and poison++, many of which are not used and instead are popular tools for scamming, J-mods have shown interest in reworking their effects, such as making poison+ (not ++) reduce the opponent's combat stats, instead of Hitpoints.

Enchanted bolts - revision[edit | edit source]

Some enchanted versions of the bolts present in-game have been criticised as lacking. Jagex Moderators have said that they could rework the effects of some types of enchanted bolts. Additionally, they would like to allow enchanted bolts to work with the Dorgeshuun crossbow, as it currently doesn't.

Torag's set effect/hammers rework[edit | edit source]

Every so often the team discusses the revision of the Torag armour set effect, as it is often considered the weakest of the Barrows sets. However, there's no clear decision as to what would the current effect be replaced with, if something in this regards goes to the polls.

Changing Torag's hammers has also been discussed to be more unique, the requested changes include increasing their attack speed or providing two hitsplats every time they're meant to hit, to match with the animation hitting twice.

Maces' speed change[edit | edit source]

Some discussion and interest gauge have taken place regarding maces being too slow and needing a speed boost, from 5 to 6, due to their inferior stats to scimitars and other swords. This would make maces a more used and viable one-handed crush weapon in combat scenarios where the crush attack style is the most convenient.

Extra uses for Slayer creatures' heads[edit | edit source]

The Slayer creatures' souvenirs (the Crawling Hand, Cockatrice, Basilisk, Kurask and Abyssal heads) could potentially be made exchangeable at a Slayer Master for extra slayer points or for a bit of extra Slayer XP.

Additionally, mounted heads in the POH could also be made interchangeable, just how the Jar display works.

Superior Turoth[edit | edit source]

The team has shown interest in mending the intriguing absence of the superior variant for those pinkish slayer creatures called Turoths. The team has stated that they initially meant to skip this one, but can eventually dedicate some time to add it.

The addition of the Jar of Smoke[edit | edit source]

There's been numerous requests from the player base to add a new unique drop to the Thermonuclear Smoke Devil's drop table: the Jar of Smoke, which would be its own and corresponding drop in regard of the Jar variants. Currently, this is the only case where a Slayer boss doesn't have such a drop included in its drop table and the mods have seem keen enough to change this.

Hatius Cosaintus' displacement[edit | edit source]

There have been numerous suggestions to move Hatius Cosaintus from Lumbridge to somewhere else and the team has been in accordance with this request. One idea has been to place him in the Duel Arena, where he would fit quite well and could give staking information to the players. If he's removed from Lumbridge, then the Lumbridge Guide or Gee could become the Lumbridge Diary Master.

Random events - revisit[edit | edit source]

The mods have faced numerous petitions for them to look into "Random Events". One of them was to bring back the dangerous Random Events, but to also allow players to select which kinds of Randoms Events they want to possibly get, including the 'none' and 'all' options. Another concept was to replenish players' run energy to 100% once any Random Event is completed. Also, XP lamps that would reward the player with slightly better XP than the Genie's were proposed to be added to the rest of the events, as an incentive for completing them. Finally, allowing players to earn the Bee Keeper's outfit pieces, one by one, was another option (just how the Mime, Zombie and other Random Events' sets are acquired) and this was deemed an okay to-do idea.

Lucky implings - revisit[edit | edit source]

The team has shown interest in revisiting the drop table of Lucky implings and did seem keen to improve it several times when brought up by the player-base. As of now, the issue seems to be that their loot will often roll into very bad items as the roll can land on anything that's part of the loot table of any Clue Scroll tier. The main, generally accepted, idea has been to remove the non-unique Clue items from their loot table.

More variations/metamorphosis phases for some pets[edit | edit source]

For one, there has been the idea of allowing players to use a certain amount of gnomish firelighters to change the colour of the Phoenix pet, for example. The baby mole could also be recoloured pink with a metamorphosis phase (matching with the NPC Baby Moles). Also, the Tangleroot could see itself getting some seasonal variations, that is Spring, Summer, Autumn or Winter - it currently seems to resemble spring or summer. All of these are mostly down to the GFX team, but they haven't shown opposition and could eventually fall onto the modelling of these.

Gilded Gloves[edit | edit source]

A suggestion to introduce "Gilded Gloves" floated around and was well-received. This would have to be done by adding an ornament kit for Rune Gloves, the add-on would turn them into Gilded Gloves, and this would serve as a way to complete the gilded set. The ornament kit itself, would have to come from some source, most likely from clues. The reason for it to be a cover-up of the Rune Gloves from the RFD chest is that it shows that if you're wearing Gilded Gloves is because you can already wear Rune Gloves, fact that goes in-line with the Gilded Platebody, which requires the same quest completion as the Rune Platebody to be worn (Dragon Slayer, in that case).

Ornament kits for Spirit Shields[edit | edit source]

Some of the J-mods liked the idea of adding a set of ornament kits to turn the three powerful spirit shields, acquired through the Corporal Beast's sigils, into a more decorative variant without altering the stats, perhaps one kit for the regular spirit shield too. The kits would be introduced as rewards from Clue Reward Caskets, as expected - perhaps from a future tier of clues that would be the sequel to Master Clues - although they haven't discussed a new tier of clues yet, but one can only imagine it would be the Grandmaster tier if this was the case.

Completionist list[edit | edit source]

Upon request, some members of the team have opposed the idea of a completionist cape in Old School RuneScape, and so have many players. Mod Kieren then suggested that they could, instead, add a list that tracked all the small and big accomplishments in the game, possibly viewable in the Varrock Museum or the Player-owned house. Mod Bruno has worked on the list, and posted a tweet asking for feedback.

Barbarian Assault - discouraging quitters & healer role review[edit | edit source]

A frequent frustration in Barbarian Assault is when a member of the 5-man party suddenly leaves with no signs of returning. There have been everlasting talks about how to solve this issue, but a proper solution on how to deter people from leaving their team before the last wave has yet to been decided, though there are still very high chances of something being done on this regard.

In addition, some players have expressed frustration on the Healer role providing fewer points than the others, due to the points primarily being based on healing — something that does not occur much in the lower waves, if at all. The team has considered changing the formula to provide Healers fairer points.

Castle Wars - game length lowered[edit | edit source]

The team has discussed that they'd like to reduce the time it takes for a game of Castle Wars to be over - from 20 minutes to 10 minutes, so this might be implemented in the future.

Trouble Brewing - entry restrictions removed[edit | edit source]

The team once stated that they'd like to remove the equipment restriction rules to ease the entry to this minigame, this means most items would no longer be forbidden inside the minigame. They've also stated that a 1-player mode might also be introduced.

A brand new skill (most likely "Warding")[edit | edit source]

The appetite for a new skill has deemed "quite high" by Jagex themselves. After several surveys, they've determined reworking skills or new skilling content are on high demand. Hence, they've figured proposing a brand new skill would address several things at once while introducing some brand new game features. At RuneFest 2018, they proposed Warding, which was officially polled during summer 2019 for players to vote, but didn't reach the 75% yes-votes threshold necessary to be considered a passing subject (just like previous skill proposals haven't reached or passed it either). At this point, Warding had been far more developed than the skills proposed years ago, thus why it's more likely it is still going to be considered for further concept-fleshing, as the J-mods themselves have stated on a stand-alone post regarding the unsuccessful arrival of the aforementioned proposed skill after its first official poll.

The main point of Warding is to fill a gap within the production skills that revolve around the combat triangle. Most Ranged armour can be produced with the Crafting skill and so can most Melee armour with Smithing, but there isn't a way to create any Magic equipment via a skill, and that's exactly what Warding would do.

In a similar vein, brand new Magic equipment of different tiers were proposed for introduction alongside this skill, some of which could either feature a new and niche, but unique, set-effect or fill a gap regarding magical stats.

"King of the Skill" competition - v2[edit | edit source]

Since it's first arrival in 2017, this "skilling" competition left the community with thirst for more. Basically, it was a huge success for both Jagex and the Twitch streaming community, so there could very possibly be more in the future.

However, this very first season wasn't anywhere close to perfect, it was infamous for having some loopholes, even through the forced "ironman" mode perspective, where people could abuse some aspects of the game with alternate accounts to attain as much gain as possible from those abuses. Without going into much detail about every issue with the competition, one can say it definitely needs plenty of reviewing before it should go live again - and the J-mods agreed about this on a live stream. They've stated that it'd take them a lot of tweaking before the potential next version is even ready for set up, plus they might extend or decrease time frames, add extra rules and/or disable some areas of the game for it to run as fair as possible.