Old School RS: Run Energy and Graceful Outfit Changes
Jun-28-2024 PST
As an avid player, I'm excited to review these updates and share some tests conducted in the beta worlds to see the practical impact of these changes. For those who don't know me, I'm Bis Mango, the creator of the Carl Casket series, a clue-locked Hardcore Ironman. Like many of you, I've spent countless hours across multiple accounts, and let me tell you, run energy is one of the most frustrating mechanics in the early game. No other MMO has a mechanic quite like this, and in its current state, it can be a major turnoff for new players. Having to slowly walk around the world can be a huge pain, so these updates are extremely welcome.
Overview of Proposed Changes
First, it's important to note that there is already an open beta for players to try out these changes. Essentially, Jagex's plan is to improve the new player experience, make agility training more valuable, and consider how these changes impact run energy as a skill expression.
The Mechanics
The proposed changes focus on four main aspects:
1. Drain Rate: The rate at which your run energy drains.
2. Regen Rate: The rate at which your run energy regenerates.
3. Weight: How your equipped items and inventory influence the drain rate.
4. Agility Level: The value of your agility skill, which currently influences your regeneration rate.
Specific Changes
Jagex aims to:
• Buff the regen rate of run energy.
• Change the drain rate to scale with agility level.
• Make the drain rate scale more significantly with higher weights.
According to Jagex, the regen rate and drain rate will be better if your weight is 1 kg or lower in any given scenario. The regen rate will not be affected by weight but will improve as your agility level increases. The drain rate remains the same if your weight is 1 kg or lower, regardless of agility level. However, it scales with more weight but is offset as your agility level increases. At higher weights, the proposed drain rate is often higher than the live drain rate, but this is offset by the higher proposed regen rate.
Analysis of Numbers
Looking at the detailed table provided by Jagex, the changes seem promising. However, the numbers tell a different story. While regen rates are buffed across the board, the drain rates are only improved at low weights and nerfed at maximum weights. For instance, at 99 agility with maximum weight, the drain rate is worse than if you had level one agility with maximum weight in the current live game.
The scaling is also a concern. The drain rate scales heavily in the early levels, with a significant jump from level one to 20, but it only increases slightly from level 70 to 99. This makes the incentive to train agility past level 70 less appealing.
Impact on Different Player Types
New Players
New players, who often carry everything on them, might find their experience worse than in the live game. During early quests, it's common to carry a full inventory, making weights of 20 to 50 kg quite typical. This would negatively impact their run energy management, making the game less enjoyable.
Ultimate Ironman
Ultimate Ironman (UIM) players, who don't have a bank and carry everything with them, would also suffer significantly from these changes. UIMs rely on managing their weight carefully, and these proposed changes could make their gameplay much more challenging.
Endgame PvM
For endgame PvMers, the changes are also concerning. High-level players often carry heavy gear, especially in raids. Even at level 99 agility, the proposed drain rates could make running out of energy a frequent issue, which would be frustrating and could detract from the overall experience.
Beta Testing Results
To better understand the practical impact, I conducted several tests in both the live game and the beta world. Here are the findings:
Early Game
• Level 1 Agility, 17 kg Weight: The beta account reached Varrock Museum, while the live game account only got to the Ranging Shop. The regen rate difference was about three seconds.
• Level 1 Agility, 44 kg Weight: The beta account got stuck in the desert, while the live game account reached Al Kharid. This is a significant difference, highlighting the challenge for early game players.
Mid to Late Game
• Level 56 Agility, 29 kg Weight: The beta account made it just past Varrock East Bank, while the live game account reached Gert's house. The regen rate difference was about five seconds, but considering it takes about 13 hours to reach level 56 agility, this improvement feels minimal.
• Level 76 Agility, 68 kg Weight: The beta account struggled to reach the same distance as the live game account. The regen rate was slightly better, but the drain rate was significantly worse.
• Level 99 Agility, 84 kg Weight: The beta account showed excellent regen rates but poor drain rates. This is particularly concerning for endgame content where players carry heavy gear.
Graceful Outfit Changes
Jagex also proposed changes to the Graceful outfit, which is commonly worn for its 30% energy regeneration increase and weight reduction benefits. The new proposal removes the current set effect and instead grants more Marks of Grace per piece of Graceful worn. Additionally, wearing the full set would prevent failing any agility course obstacles, which indirectly buffs some experience rates. The negative weight effect remains.
Personal Thoughts
I appreciate the removal of the mandatory energy regeneration bonus, as it will allow players to wear more diverse outfits without feeling penalized. The increased Marks of Grace and failure prevention on agility courses are positive changes, although they might not be as impactful if stamina potions become less necessary. The negative weight effect is still beneficial for activities like the Blast Furnace.
Conclusion
While the proposed changes to run energy and the Graceful outfit bring some positive aspects, there are significant concerns that need addressing. The drain rate should scale more linearly, regardless of weight, and improvements should be more substantial as agility levels increase. The current proposal risks making the early game more challenging for new players and adds unnecessary frustration for endgame content.
Overall, while I support updates to run energy mechanics, these changes need further adjustment to truly enhance the player experience. I encourage everyone to test these changes in the beta world and provide feedback to Jagex. As someone who has spent countless hours dealing with run energy frustrations, I hope these updates will ultimately improve the game for all players.
RSorder Team