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Andrew’s Live Q&a Rescheduled

August 28th, 2009
Andrew’s Live Q&A session will be held earlier than previously scheduled, starting at 4pm (BST/official forum time) on Thursday 3rd September.

Further details of the live session will be announced on the day, and the questions he has already answered will be published before the live session begins, so that everyone has a chance to read them first.

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Extra Credit In Sweden With Wallie-card

August 28th, 2009
Wallie has an offer for our players in Sweden: when you buy a Wallie-card, you will receive 20% extra credit for free.

For example:
  • Buy a kr50 Wallie-card and get kr60 worth of credit
  • Buy a kr100 Wallie-card and get kr120 worth of credit
  • Buy a kr200 Wallie-card and get kr240 worth of credit
  • Buy a kr500 Wallie-card and get kr600 worth of credit


The promotion runs from today until 11th September 2009, and is available at all 7-Eleven and Pressbyrån stores in Sweden!

Wallie is a prepaid e-money card that you can use to pay for RuneScape membership without having to own a credit card or bank account. For more information on how Wallie works, read this customer support article. For help in finding your nearest 7-Eleven or Pressbyrån store, visit the Wallie website.

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Changing Names (developer’s Blog)

August 27th, 2009
I’m Mod Duncan, one of the members of the Web Systems team at Jagex. A lot of the work we do in Web Systems goes on behind the scenes, so you may not notice much of it (except when things go wrong), but we're responsible for developing and maintaining all the website systems that support our games, manage your accounts, offer website features like the hiscores and forums, handle payments for membership and all the rest. Most of the time the effects of our systems are limited to the website, but the work I’ve been doing over the last few months will be a lot more visible when it finally launches.

The project I’ve been working on since January (according to version control logs; it seems a lot longer) is called Display Names and, as various hints dropped on the forums and Twitter feeds might have led you to believe, has the goal of allowing players to change their names.

So why, you might ask, has it taken so long? It’s a common occurrence in the programming world that the easier something is to describe, the harder it is to implement, and this project has been no exception. So, make yourselves comfortable, and I’ll lead you through the long and convoluted process of implementing the simplest sounding of ideas: "let players change their names". It can’t be that hard, can it?

Humble beginnings

The beginnings of the Display Names project hark back even further than January, before I was even involved. Back then it wasn’t even called Display Names, and the goal was subtly different - we just wanted to make it easier for people registering new accounts to find a username that wasn’t already taken.

There are millions of accounts registered for RuneScape and FunOrb, and thousands more are added each day, but only a fraction of those accounts are still used. If we were to go through and delete all the inactive accounts, we could free up their usernames for others to choose. A noble goal, to be sure, but alas (as is so often the case) it didn’t last in the face of the technical details. At this point in our narrative a brief digression into the architectural design of the Jagex back-end servers is in order, that you might understand the issues we faced.

The systems we maintain are broken up into many individual applications (we call them ‘modules’), each of which handles a generally quite small part of maintaining the games and accounts. For example, there’s one module that handles creating new accounts; there’s one for polls; another for showing the hiscore tables. The bigger systems, such as handling offences and appeals, are spread over more than one module. Each of these systems stores its own information, and whenever players are concerned we store the information against their usernames. Generally, this makes our life a lot easier, as we can update individual modules without affecting the rest of the systems. However, in this particular case, it made our life a lot harder.

Deleting a user from every module where they might have an entry wouldn’t be something we could do instantaneously, so our first hurdle was what to do if we’d decided someone was "inactive" and they had the temerity to start playing again halfway through the deletion process. Unlikely, you might think, but with the millions of accounts we have, these sorts of troublesome events become more and more plausible. Even if we’d found a solution to that issue, we discovered there was information in the Billing systems that we were legally obliged to keep, which made it even more complicated.

In the end, we gave up on the idea of deleting accounts and considered the alternative - just deleting their names.

What’s in a name?


It’s around about this point in the tale that the project became ‘Display Names’, and, shortly after that, I became involved. The new goal was to add a second ‘name’ to every account, completely separate from their username. Then we can do what we want to the display name on the account without affecting our data storage or old accounts. We could even take names away from unused accounts to free them up for other players, and the worst that would happen is that those accounts would have to pick a new name if they wanted to come back to the game.

We even found a number of extra benefits from this idea. With the display name separate for the account name, we weren’t bound by existing restrictions on name length, or the characters it could contain. If we have the facility to take someone’s name away without otherwise affecting the account, we could do something about offensive names without banning the account outright. It’d even make accounts more secure, as a potential hijacker would have to work out your username as well as your password.

As you might guess from the eight months it’s been since this point, even that apparent simple goal wasn’t quite as easy as it made out. Such things never are...

That which we obtain too easily, we esteem too lightly

Once we had the basic concept of the design down, the first stage was picking it all apart again to find the flaws.

Firstly was the issue of making the display name of each account available to all the modules that needed to know it, not to mention the games themselves. Most of the time we could get away with using the login servers, which hold a lot of relevant information about everyone’s account that is fetched whenever that player logs in. However, that doesn’t help us when we’re showing you your Friends List (if your friends aren’t logged in), or on the website when looking at the hiscore tables or the forums. Because we wanted to let players change their names, we couldn’t just store it everywhere, so we needed to have each system look the name up each time. After some hastily scribbled calculations, it looked like the worst case would be around 40,000 of these look-ups per second. That, incidentally, is quite a lot. We didn’t want to throw that much load at the login servers, so there’d have to be a separate system to handle the look-ups as fast as possible.

Technical problems out the way, we considered making the changes as simple and clear as possible to the users. Keeping the Friends List from breaking was probably the biggest issue. If your friend changed their name, we didn’t really want them to stop being your friend, so the list needed to store accounts rather than display names. That would still leave us with players scratching their heads and wondering who these people with strange names on their list were, so we added a feature to the interface that showed each friend’s previous name when they changed it.

Finally, we thought about the ways players might tread on each others’ toes with display names, so we decided to let players ‘hold’ their previous name for a while after they changed it, so if they decided they didn’t like the new name as much, they could still go back to their previous name without someone else sneaking in and taking it. We also made sure that it wouldn’t be too easy to impersonate another player, so similar-looking names wouldn’t be allowed.

Nine parts perspiration

With all the excitement of writing, rewriting and debating design documents finally behind me, it was time to actually work on the module itself. As an added bonus, there was also the work of integrating display names into our other Web Systems modules and working with the Game Engine, FunOrb and RuneScape Content teams to enable them to do the same. Alongside the work I’ve been doing, they’ve all been hard at work making, testing and tweaking their own changes.

Player Support has been working to ensure we don’t inconvenience the players with our changes, and have made many suggestions to make the project as positive as possible. They’ve also been reviewing the tools they’ll need to handle all the new functionality available to them.

It’s this coding that’s been occupying my days for the last couple of months, but it’s finally drawing to a close. The main display names module is currently at the tender mercies of the Web Systems QA team, who are ironing out all the issues and making it as reliable and easy to use as possible. The Web Content team have produced the public interface, and the RuneScape Content and FunOrb teams have been incorporating display names everywhere (the RuneScape Content team were kind enough to share their list of every line of RuneScape’s code that references the player’s name - almost 2,000 different places).

The final stretch

There’s still plenty of testing and work to be done before all this work bears fruit and players can change their names. We need to test that the new system can handle the load of all the requests being made of it, and co-ordinating the launch of changes across all the teams and departments is a mammoth task in itself. Even after the system is launched there’s still plenty of work to do - not only will I need to keep a close eye on the system and fix any issues, but there are plenty of new features we'd like to add in the future as well.

Possessing the natural tendency of developers everywhere to shy away from deadlines, I won’t leave you with any promised launched dates (I’d only doom myself to some catastrophic interruption if I did), but the project’s coming to a close and I’m very much looking forward to the day we can launch it into the eager hands of our players.

If I happen to be out of the country on that day, leaving no forwarding address, that’s entirely coincidental...

WHAT DO YOU THINK ABOUT THIS? VOTE HERE

admin Runescape News

Runetek 5 By Mod Chris E

August 26th, 2009
There are now six of us working in the Game Engine team, including Andrew himself. For the past eight months, two of us have spent the majority of our time completely rebuilding our graphics engine from the ground up, under Andrew's direction; we are calling this 'RuneTek 5' (RT5)*.

RuneTek

The primary goal of the rebuild was to allow us to target different graphics platforms (such as DirectX, OpenGL and the various consoles) with just one game engine. Previous iterations of the graphics engine were not designed this way. This meant that when we came to design RuneScape HD's technology, we ended up creating, in effect, two parallel game engines to render the game in two different ways - the current client has both the RuneTek 3 (Standard Detail) AND RuneTek 4 (High Detail) engines built in! This doesn't scale well when we come to target even more platforms, so this change was definitely necessary.

You may be wondering how this will affect RuneScape. Well, during the rebuild of the graphics engine, we have taken the time to almost completely rewrite both of our existing platforms to make them compatible with the new cross-platform technology. (You know them as Standard Detail (SD) and High Detail (HD); internally, we call them Software and Hardware.) This has totalled around 40,000 lines of new or improved code, not including the RuneScape game engine changes required to support the new graphics systems, or the changes made by the RuneScape Content teams to support the new options!

Revamped SD
http://devblog.runescape.com/images/game_e...5_sd_screen.jpg
An RT5 SD screenshot

The most immediate impact you will notice is the revamped SD. Many of you will have known we've wanted to do full screen and resizable window modes for SD for a while; RT5 finally makes this a reality. We've also been able to squeeze some other features into SD during the update, including:

* Distance fogging and sky colour
* Ground-/Path-blending and smoothing
* Underwater visibility

As these features have a trade-off for performance, they're completely optional and can be toggled on and off in the Graphics Options menu in the normal way.

Benefits for HD

An RT5 HD screenshot

We've also improved the minimap in both modes, and added further shadowing to HD mode, such that shadows show up across all world levels (if your hardware supports it).

There are also a couple of other larger features we've integrated into the graphics engine, which you won't see immediately, but we may be introducing into the game over the coming months, including:

* Sky boxes
* Particle effects
* Bloom lighting effects (HD only)
* Water reflections (HD only)

What next?

The impetus for some of these improvements has come from the development of "Mechscape", and RuneScape is now able to benefit from these too.

Development is still continuing; another member of the Game Engine team has just commenced work on the DirectX RT5 implementation, and we have several awesome features in the pipeline.

For a variety of reasons, this RT5 update also finally allows us to fix the long-standing mis-click bug in the Grand Exchange (unwanted walking/friend adding, etc), along with any number of smaller long-standing issues.

*Major iterations of the Jagex graphics engine have included:

* RT1: Original Jagex 3D engine used on gamesdomain games (1998)
* RT2: RuneScape Classic (2000/2001)
* RT3: RuneScape2 SD (2003/2004)
* RT4: RuneScape2 HD (2007/2008)
* RT5: Cross-platform version that runs both SD and HD on the same engine (2009)



RuneTek 1 screenshot


RuneTek 2 screenshot


RuneTek 3 screenshot

admin Runescape News

Machinima Competition – Final Day

August 25th, 2009
It’s been two weeks since we launched the RuneScape machinima competition and we’ve watched around 700 entries so far! The deadline to submit videos is at midnight tonight (23:59 BST), so there’s still a little time left to put the finishing touches to your films and enter them into the competition.

Once the deadline passes, we’ll spend the next week getting the remaining entries added to the youtube.com/runescape channel. Following this, Jagex’s judges will make a shortlist of their top five films, then, in the first week of September, we’ll be running a player poll on the RuneScape website. The RuneScape community can choose their favourite from those final five, which will determine the overall winner.

We’d like to take this opportunity to thank everyone for their support, their messages and, of course, their videos. We knew that there were some really talented players out there, but had no idea there were quite so many! Finally, we’d also like to thank entrants for their patience as, due to the scale of the response, it is taking us slightly longer than anticipated to add all entries to the channel. Don’t worry, they will all be added, so the thousands who have subscribed to the channel will be able to view them all.

Mod Paul M
Community Management

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Trust Us, We’re Qa (developer’s Blog)

August 22nd, 2009
The forums have been bustling with questions recently regarding the process of QA with projects, and why some projects have bugs in them. Well, hopefully, this Developer Blog will explain the process of QA a little, so that you can better understand how content takes the step from a design proposal to being enjoyed by hundreds of thousands of players worldwide.



The step into QA
When a piece of content comes into QA, it typically takes no more than few hours to find errors, glitches, bugs and concerns. Worry not, though, as this is expected and it’s our job to discover these things! From this moment to the content being released, we work through specific test plans on testing each element of the content, known trouble areas and general exploratory testing.

Any issues found are then sent to the designated developer for fixing, be it anyone from a graphics artist to a content developer to web content. An example of the scope of issues found in a project: an upcoming quest currently stands at 123 bugs, has been in QA for one week and is being tested thoroughly to get it released in time to be enjoyed by everyone.



More than breaking things

While a large portion of the task at hand is to break and destroy content sent our way as much as possible, which can be extremely enjoyable and equally frustrating at times, we are also very opinionated and believe we understand the players.

When a piece of content comes into QA, it is inevitable that opinions on how to improve design decisions or gameplay mechanics will fly about, trying to make the content more appealing to players. This can be anything from making a weapon look more deadly and suited to the style of RuneScape, to simplifying or increasing the difficulty of puzzles to keep the players engaged (but not bored or frustrated), and even completely redesigning core gameplay mechanics.

These feedback decisions are then relayed to the developers, and with the projects being their own, the decision rests on their shoulders. If the QA team feel particularly strongly about a decision, the concern can be raised to the leader of the particular department, who will weigh up the feedback given, the developer’s feelings, and the most important variable of all: time.



Priority
Time is extremely important when working on any MMO, and even more so when that MMO receives updates on an almost weekly basis (as opposed to the more typical three- month cycle). It’s rather remarkable, actually.

Unfortunately, given the strict schedule for release the game has, priority has to be put in place for what can be done in the time allocated. Being given two weeks to fully QA a quest, for example, means that the QA team working on it have to determine where to allocate time, as in those two weeks, the quest has to be tested twice - once in the work in progress (WIP) test environment and once in the release candidate (RC) test environment.

Further on from this, to maintain such a quick turnaround on releases, the QA team typically has anything from four to ten projects on at once, split between the team (which also have to be balanced alongside any fixes for previous projects or improvements that could not have been implemented in time), as well as fixes for bugs found by players and relayed to us via the Bug Reporting Forums or Bug Report feature on the homepage (we read and investigate every report!).

Why is content broken?

There are typically three core reasons why a piece of content contains bugs at release:

Time
This applies more to game ‘features’ than outright bugs. We know of a feature that might cause issues, but, unfortunately, the time it would require to try out and test alternatives may be longer than is available for the project. For issues such as this, we start to consider changes straight after the content is released and wait to see what feedback the players give, so we know the best direction to take. A good example of this is Mobilising Armies, which we’ve recently tweaked to iron out some issues players have had with it since launch (e.g. the number of briefing rooms).

Test Environments
As detailed above, and in even further detail by Mod Nexus in his ‘Upload Manager’ Developer Blog, the content has to be tested in both WIP and RC. WIP is the core environment that all developers use to create content for RuneScape, be it for an update scheduled for the next week, or one for next year.

Even a small change in WIP can have a large impact on the game. It is not uncommon for one change to affect just a single item or feature from a selection of millions - something that is nigh on impossible to locate even if given a year to find. Not only this, but when the piece of content moves from WIP to RC, it’s like moving content from a copy of RuneScape that is six months in the future to current-day RuneScape. The differences can easily break content, requiring us to quickly discover what, where and how this has been caused - as this move into RC means the content will go up as the next update, the clock is ticking.

Bugs Missed
Given the scope and scale of the game, along with the constant progression of updates, bugs are occasionally missed. Only a small percentage of bugs actually fall into this category.

When you consider that, for example, there are 713 head items, 211 cloaks, two graphical modes and 12 graphical settings, that creates 3,610,632 possible combinations. And that’s just regarding helm and cloak graphical issues; the concerns are far greater when considering there are currently 12,988 objects, 11,037 NPCs, 47,451 item locations, 2,531 interface sprites...the list goes on.

____________________


Rest assured that the QA team work tirelessly on getting updates in the best shape possible for players, each and every week. Personally, being a large fan of MMO games (and typically being subscribed to many at a single time), you are getting every second worth of your time and membership investment into RuneScape.

Hopefully, this will answer some questions and raise more. Feel free to ask any questions you have on the forums. Happy adventuring!

admin Runescape News

The Funorb Digest

August 21st, 2009
Since we announced Armies of Gielinor back in January, there have been a number of updates to our sister site, FunOrb. This includes Kickabout League: a fast-paced, arcade-style football (aka soccer) game, with online, real-time multiplayer for up to eight players.

You might not think a football game could have much in common with a fantasy RPG, but Kickabout League encourages you to gain experience for each of your players, buy trinkets to give them new abilities, customise your team’s look, and even trade them on a Grand Exchange-style online auction system. It can also get quite brutal as you pummel, dodge and foul your way up the highscores to the top of the Diamond Division.

Last week saw the release of Steel Sentinels, in which you pilot hulking mechs in frantic multiplayer battles with up to twelve players. The game also features an extensive single-player campaign mode that gives you access to twelve classes of sentinel, including the flight-capable Hurricane-class and the devastating Valhalla-class. Each sentinel can be fully customised and armed with an array of lethal weapons, including guns, rockets, missiles, lasers, plasma launchers, lightning beamers and others even more destructive.

Armies of Gielinor has seen a few updates in that time, too. There are now team games for up to eight players (with team chat); some well-known RuneScape items (e.g. rune armour and rings of life) to boost the effectiveness of your army; a prestige system to show off how skilled you are; plus a host of other tweaks and improvements. The FunOrb team is currently hard at work on a single-player campaign mode.

Then there’s Virogrid, a spiritual successor to the old Jagex game Slime Wars, plus updates to Zombie Dawn (a batch of levels set in the UK), Zombie Dawn Multiplayer (new maps, including a competition winner’s design), Miner Disturbance (a Super Volcano), Brick-a-Brac (new levels) and Escape Vector (new game modes).

Finally, we’ve recently published the results of the FunOrb Q&A session on the FunOrb forums. Click here to read the initial answers and live Q&A.

You can head on over to the FunOrb website to play the above games, and many more, for free, using your RuneScape login details.

Mod Korpz
Head of FunOrb

admin Runescape News

Runescape Q&a – Player Support

August 20th, 2009
The second of the RuneScape Q&As has been published, this time dealing with questions put to the Player Support team. The answers can be read either on this forum thread or in this Developers' Blog.

We shall also be running a live Q&A session on the forums tonight, from 8-10pm (official forum time). So, if you have any questions you think the Player Support team might be able to answer, head over to this forum thread at 8pm to find out how.

Mod Murray
Head of Player Support

admin Runescape News

Mobilising Armies Polish

August 18th, 2009
Since the release of Mobilising Armies, we’ve been in-game and scanning the forums to see what has worked well and what hasn’t. As can be expected from a project of this complexity, some things didn’t quite pan out how we intended. So, we’ve made a few amendments that we hope will create a better gaming experience:

The Conflict scenario has changed from 4-player to 2-player
The idea of the Conflict scenario was for players to consider a variety of tactics and to really engage in an all-out battle to the death. There turned out to be one unwanted and dominant tactic, however: wait for the other teams to beat each other up, then join in later when you have the advantage. Although you could argue this was a legitimate tactic, we didn’t feel that doing nothing for a few minutes was any fun. We considered a great many options to fix this, but decided to change this scenario (and only this scenario) to make it 1 versus 1.

Squad levels removed
Mobilising Armies was built with five levels of squad that you could purchase as your Rank increased, which allowed larger amounts of reward credits. The issue with this was that it led to far too many waiting rooms (4 scenarios x 5 ranks = 20 rooms) and, with each room requiring 20 players, we needed 20 x 20 players for a game to start in each room. Even if games started more quickly, there would not be enough players available, so to simplify the waiting rooms, we have changed it so only one level of squad is available. If you previously had higher-level squads in your inventory or bank, you will find them gone and your credits reimbursed as investment credits. This will hopefully make it easier for people to experience all four scenarios.

Waiting room system improved and five simultaneous games
Twenty players are required for a game of Mobilising Armies to start, and, when a player doesn't get picked, they get an increased priority for the next game. Originally, only four out of those twenty players were picked to join a game at a time, but we improved this a little while back so that three games started at any one time. This was only a temporary fix, so five games will now start simultaneously, as soon as there are enough players.

Selling reward items back
When buying rewards, many players felt the best idea was to save up their reward points until they had increased their Rank and unlocked the best rewards, neglecting the earlier rewards. We want you to make use of the lower-level rewards, so you can now sell reward items back to the reward shops in the officers' tower for 100% of their initial cost. This should encourage you to buy the rewards as and when you can afford them, since you can upgrade them at no extra cost. The only exceptions to this are the resource locators and quest kits (which remain a partial trade-in), and spoils of war.

Mod Tim
Lead RuneScape Content Developer

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Menagerie, Familiar Controls And Butlers

August 18th, 2009
First off, all combat familiars will now follow you into a fight much more promptly. We’ve also updated the Summoning status globe (the button near the minimap) so that you can configure what happens when you left-click on it. One of the many options will allow you to send your familiar into action against an NPC (or another player on a PvP World) with just one quick click.

If you want a place to keep your pets, you can now do this with a new room for Construction - the menagerie. It’s a pet-owned house to complement your player-owned one, if you will, in which you can store a number of fully grown pets of any kind. You could create a haven for all three god birds, for instance, or build your very own little dragons’ den.

While we’re on the subject of houses, your butler has learned when it’s time to talk and when it’s time to get on with it. So, when you are training and need the same materials you just used, you won’t need to explain what you’re after. If they come back from the bank with logs, you can send them straight to the sawmill. And if the butler’s payment is due and you don’t have any money on you, they can fetch it from your bank the next time you send them there. They also follow you around unless told otherwise. Other features include a ‘Make-x’ option for flatpack furniture and teleport tablets, and some options for the Teleport to House spell. You can set the spell to deposit you outside your house’s portal or into your house (with building mode switched on or off). More details for these updates can be found on the Knowledge Base.

Mod Fetzki
Head of RuneScape


In other news...

All longswords, as well as the rune and dragon scimitars, have received a slight graphical adjustment, as well as having their inventory icons modified to match.

In a similiar fashion to Soul Wars and the Fishing Trawler minigames, we've added an activity bar to the Great Orb Project. As expected, your activity is maintained when contributing, but if the bar drops too low you'll be removed from the game.

admin Runescape News