Run energy on quest start and end is actually huge brained. It would massively benefit early game questing with no real effect past that. It would also enable efficient day 1 routes of knowledgable players to take into account quest run refreshes. Gaining energy while in towns is also super smart, imagine every X ticks in a town regens Y run energy. Would alleviate so much of the issue of run energy.
@runakovacs4759 Just use a stamina lol. Randoms are a waste of time if you have the clog. Diverting and doing something else isn't helping you get somewhere faster
Funny, this comment got 100+ Upvotes, but my Thread on the Reddit saying that Certain Cities/areas can have increased Run Energy regen based on Achievement Diary completion in that Area only got me hate in a ton of downvotes, maybe this comment section is a littler brighter. I argued that it would make sense considering you would know your way around better in terms of your character actually being in that world. But I guess making suggestions and actually substantiating them is "bad" and making fun of a idea if "good" by not bringing up any arguments.
Started last week. (Last time I played was probably actually 2007 and only as F2P as a kid) Exploring the world has been THE hardest thing to adjust to. Initially, I wanted to explore the world and try to complete quests without outside assistance, but I quickly found myself despairing at the amount of back and forth running I needed to do to collect items or tools I needed from a bank or nearby that could've been saved had I known I'd need said item beforehand. I audibly groaned when completing the Earnest the Chicken quest when doing a lap around the outdoor of the manor lead me to the compost pit which I needed a shovel for. So I had to do another lap to get the shovel. And then I didn't realise you needed to poison the fish food (couldn't pour the poison straight in), so I had to go back in search of that and then had to do another lap. I generally don't mind it taking a bit longer to get between major cities or towns etc. There's fun in thinking about how to efficiently travel and getting distracted with things I might as well do while they're nearby so I don't have to run back later, but it's genuinely tear inducing when I waste all my run energy trying to navigate a bit of weird geometry or clicking in the wrong place and watching my character sprint off path-finding in the wrong direction, only to use the same amount again undoing the mistake. Or trying to solve puzzles taking twice as long because every time I want to look at something else across the room it feels so sluggish walking to it.
I’ve been playing RuneScape for 20 years and I just learned that agility doesn’t affect length of run energy.. that’s ridiculous…. Also an extra 30 seconds for 99 agility as a buff is equally ridiculous… it should scale from 1-99……
The idea of replenishing energy at quest start/end is nice. Pushing new players to quests is ideal imo because its the best way to help them learn about the game and not get lost in the world. I'm not sure how the game should communicate this across for new players so that they can make use of it though. Maybe it could be added as part of tutorial island where the player gets their run energy back when they meet the quest tutor and even give it a little animation and message in chat box so they notice?
thats actually a really good idea - cuppa tea for completed quests would be amazing. Cuppa tea for completed segments of quests could be cool, but might be a lot of work to figure out which ones have longer running sections on average
I mean not they could always use the quest helper look at any time it says “recommended item stamina potion” and just look at those quests as a start to the list
They should make an item just like the ring of endurance but it utilizes the arrow/blessing slot. Imagine how good that would be for non-range set-ups.
When you think about the flow of the game, the reason running for everyone was 1:30 was so that no player had a PvP advantage. I think I like the 30 seconds difference for hitting level 99. It's not so much that someone who didn't level up their agility would largely suffer in PvP if they tried running. The changes to the recharge time are HUGE. Personally, I think it will vastly improve gameplay, especially for new players. It's at a level where someone is still incentivized to get to 99 agility, but it's not the first most important thing to do on an account. Not to mention improved survivability altogether. I made a new account a few years ago and I wanted to do all the quests. Starting from no stats makes the process grueling just because of the amount of time spent waiting for your run to recharge. This effectively halves the time.
I really wish we could just "sit" to get our run energy up/double up hp rate increase. You could do it as far back as 2009, still way before eoc/rs3, and it was a great feature. There's no reason to not include it on osrs.
I love the idea of energy on quest start/finish. never heard that. Though early game is improved and you think it's maybe not enough, that goes directly into their motivation: make training agility more impactful/desirable. All they need is to add an npc somewhere that explains agility, and we're set (on top of the quest thing).
A huge problem with run energy that people don't always see is that the only way to improve run energy is to engage with the worst skill in the game (by far). New players experience the bad of early agility run energy, and then when they go to fix that problem they find out they have to go do 800 laps of canifis rooftop course.
@@bigbzylo5777 When you’re a new player it is. Nobody wants to click the same spots 600 times. Especially when you haven’t done it before, you’re more likely to actively play rather than semi-afk agility. Quests and combat are the main reason people pick up osrs, not to hop along rooftops before you even start the game.
@@vinnymaxed Thats your opinion about people not wanting to click the same spots 600 times when alot of the game is EXACTLY THAT lol. try mining. What new player wants to sit there mining in ONE EXCAT SPOT? i dont get your logic when were literally playing runescape. Atleast agility has better scenery and isnt depressing and stay in excatly one tile the whole time.
@@vinnymaxed agility has way more benefts as well compared to alot of other skills that have nothing to offer really exp a requirment met for a quest. blah.
I heard a cool suggestion that run energy stops (only starts to drain) when you get attacked. Then after a certain time without being attacked it goes back to not being drained.
Monster hunter solved this problem. No run use in towns, severely limited exploration stamina drain with sub 2 second full restore, full drain speed in combat, and doubled drain energy running from a large monster. Exploration is fluid and rewarding while stamina is still a factor where it actually adds something
Remember forestry? This games player base doesn’t do well when stuff is over complicated. Improved restore rates don’t require 20 hours on wiki to understand
@@Shuxosrs monster hunter doesnt have levels :D but it would of course have to be tweaked slightly to come to rs since we don't really have bosses chasing players around the map
Honestly this is a good start for run energy changes, but I definitely think it could be improved more. Rlly isnt much reason to keep it as it is so it’s good they are starting to rectify things even if it’s only by a lil bit. I’ve never liked how the run energy felt. I personally would love run energy to not be a thing outside of combat. Or not be used in towns or something . Honestly could drain much slower when following the roads or something many ways they can make it not feel so bad, and maybe they could improve how it drains even more with higher level
Another option would be to reduce rub energy usage on roads. Atleast if that's workable in the engine. The roads may at times be slower due to the extra length. But it will preserve your run energy instead
The buff is certainly welcomed, and run restore at the start\end of quests is a great idea. Resting areas in big cities with faster regen rate would be coo as well, although I feel like people would complain about the similarities of RS3.
I only started playing OSRS this year, but one of the things that drew me in was the skill expression in getting around the map efficiently. It feels very similar to getting around the map in Morrowind.
I definitely get the Morrowind comparison, I was playing Oblivion at the time I got into RS but something about RS made me super nostalgic for Morrowind.
i always figured why not use a firemaking more important by allowing you have energy buffs through resting at campfire, along side with quest giving you max energy again and all that.
Honestly, OSRS is a huge Wiki Game at this point. The game doesn't tell you ANYTHING about how protection prayers actually work, which bosses and enemies can penetrate them, or that some enemies (Perilous Moons) ignore them entirely.
The game actually does tell you that prayers dont work for perilous moons bosses. It was a explained while doing the quest for it. Other than that a lot of the stuff is HEAVILY reliant on the wiki
If I got my math right, the 17 seconds saved for cooks assistant was about a 9% buff for the f2p experience. That's not huge, and it does not represent all content for the game, but for activities that involve constant movement for a few minutes, it's something. I do like the idea of no run drain in towns/cities, it seems reasonable to me. Anywhere that sees unintended results (like if it applied at blast furnace) could be reverted back to standard run drain
I think they should make it so energy restoration gets faster the longer you stay still or stay walking. If you play with the linear and exponential scalings per level, you could achieve nearly the same 0-to-100-time at Agility level 1 vs 99, but have faster base recharge speeds at higher Agility levels. This way, in scenarios where run energy is needed and constantly used, such as combat scenarios, the behavior stays mostly the same, and earning Agility levels is important, but for regular questing, traveling, and skilling in general, run energy is a lot more forgiving if you avoid using it in small bursts. Something like Agility 1 recovering 1 energy every 20 seconds, Agility 99 recovering 1 every 5 seconds, but each continuous tick of regeneration happens one second faster. Agility 1 would have a full recovery in 290 seconds (almost 5 minutes) vs Agility 99 110 seconds (almost 2 minutes), but Agility 99 would be able to use frequent bursts of run energy.
They could also apply a drain/recharge multiplier when not in combat. That would leave all the endgame stamina management skill completely untouched and fix pretty much all the irksome stamina draining things that we didn't realize we hated so much until leagues gave us unlimited run energy.
I tried it with a herb run and in the live game I ended with exactly 0 energy. In the beta I ended with 60(!) energy left. 72 agility and some graceful pieces (not full set). I’m already loving this. The time you stand still doing some other stuff (like herb run, talking with NPCs during quests) really gets your run energy back up. But I agree, for new players it might still feel a little bit underwhelming
If you make a fresh account and just hard focus on questing, this change would make the game a ton more enjoyable. If you then went to those same bosses, run energy is just as important, but you wouldn't have to grind agility as hard to enjoy bossing. Love this change.
(imagine this as an add-on to my other comment) And with your editing skills looking pretty upper-class, I’d say the odds are more in your favor to reach that number!
Cool demonstration mang. Great video. I personally dont agree with the changes. This one of those bandage situations to me.. just slap fountains everywhere, good to go. Youre walking cause youre unprepared, I say. I was also hoping forestry fires would restore energy quicker but eh. Ill be positive and say a big thing this does have a positive impact on is when youre at 0 run energy and youre almost at your destination and youre spamming the blorb. While this is solved with leveling or proper planning, it still is just enough of a pain that one thinks about it.
>no run energy in cities or guilds >1exp per tile (so that it's not spamming maybe do one exp drop every 100 tiles) and exp from this works on f2p as well >Stamina Regen is always active
They should make run energy infinite at 99 unless you are in specific areas like wildy or raids. The general overworld has so many options for traversal that having infinite run energy wouldnt be a big deal.
honestly clicking it on and off seems like a nightmare. I haven't played OSRS since it was just RS (so before the split) so I am VERY out of touch, but having a hotkey to toggle sounds like it'd be a godsend if that's not a thing already
They could just change it to where run energy regens fast normally, but slow in combat/raids? I do think that them making sweeping changes that remove some of the complexity of hardwr content is a shame but it doesnt have to be universally one set time (unless the backend is so strongly hardcoded like that)
Hear me out: a Fresh air mechanic. When in the surface you are under the effects of stam potion. But im caves/morytenia/ other “dangerous” locations energy works as it is now. That way energy management is still skillful but exploring and surface activity are less burdensome
I probably would've programmed it so that pathways and roads didnt reduce stamina as much tbh. Also its been decades since ive first played but, wasnt there an npc scattered around the map that would restored your stamina if you talked to them. Id probably design water fountains or benches in key spots(near pathways and through out towns) that would restore your stamina if you drink/rest long enough. Each second would restore 5 or 10 points of stamina. These changes will still encourage travelling and exploration without impeding with the nuances of the game's combat and battle mechanics My general problem with osrs stamina mechnics is that its very punishing to the general osrs players especially newcomers, but erasing it would likely dampen the spirit of osrs.
Unfortunately, and I hate to say this, but… your subscriber goal by the end of the mentioned week might be a bit on the harder side of things. Still doable I think, so I wish you the best of luck!
I cant think of a SINGLE reason why I should not be able to run around in town freely. I am all about keeping run energy for PvM and combat scenarios etc
I somewhat agree with you, but there are also a ton of training methods that can be done in different cities and it would affect them a lot if that were to be implemented. I'm not saying it's a good or bad thing, but it would probably be a topic that Jagex would have to consider in case certain methods become buffed too much
gotta love the vids cultivating grind mentality that align so well with jagex's interests for players wasting time playing a grind fest game. 'grind good', run in a fking circle for 300 hours is PEAK game design! i just wish more games made in necessary to give you a pointless task that wastes at least 50 hours of your time before you can do quests! so rewarding to waste 300 hours in the most mind numbing grind ever created to be able to recover energy faster... every time people complain about the game becoming 'easy scape' and it's 'detracting from your achievements', just know that your 'achievements' are based on pretending that wasting time is an accomplishment.
Having to remember a lot of things at once in combat, is what makes me scared of combat. It's just too much to manage. I'm definitely not going to be clicking run on and off if I'm already struggling to remember prayers, potions, and eating food 😅
I kinda understand both sides cuz some bosses are balanced around run energy but also when ure just running around doing quest it sucks ass to walk/waste money on staminas non stop soooooo they could make graceful good and i think that solves the problem. I think the restoration doesnt apply when youre running so maybe making graceful like a mini constant stamina if youre wearing all of the pieces is good. And its not like graceful is easy to get for the average player.
I think I agree for most quest and add in as f2p why because it nice way to bring them over to members. People as players well say no only members then if you doing f2p quest to get the tea then what point put it in. The homes mini game is fixs because it automatically does it unless it settings to undo it. It annoying, but i don't mind it. Most think it a plain for it. I think run deal is fair wish it little more down or 99 level is higher like 2:30 minutes or 4 maxs or 1 at 1:20 instead of it being at 1:30 small changes. And fill timer just little more time on 1 level max 7 minutes. And if f2p became a member gor agility then back they should be able to used it to filled their run, but can't level up it unless they are members.
As a f2p player I am very pkay with this buff and I generally hate things that make the game easier, but its ridiculously bad in f2p and not easy to mitigate that for a uim.
The regen times being so low is my problem. I want energy gone, but why not at least make the regen as fast as the drain, but regen slower at heavier weights? Like you said, it’s still so “meh”. I also like your “no run energy in towns” idea, since so many games already do that. Keep the regen the same as it is now when the player is in combat or specific cases if you want to keep the run-energy-as-a-skill aspect. I dunno, maybe I’m gonna have to make a video on this myself 😂
@@Channel-io4xuwe do want them to keep messing with the game. It’s called old school RuneScape, not forgotten by the devs RuneScape. Not to mention all updates require votes so the majority of people did want this to happen. Maybe you should just try being open to change.
you say obvious joke but even if the guy was joking there are plenty of people who are entirely sincere when they say they want literally no more changes to runescape. these people are insane and actively want the game to be worse foe their own insanely biased reasons@@redchief94
New player here. I started playing for my first time ever just over a year ago. The sense of ACTUAL reward and upgrade from unlocking teleports, getting enough gp flow for staminas, getting graceful, the house pool, etc, were all extremely good feeling. If you remove this and dumb it down like every other MMO trying to appeal to this mythical, non-existent, hyper-dumb hyper-intolerant "new player" I would have never gotten so into this game in the first place and just seen it like WoW. I'm not just talking run energy, but the philosophy that persists throughout osrs that makes it different and 'real' compared to every other generic, minmaxing player psychology MMO out there Just because something is frustrating, doesn't mean it's bad. How can you look at the success of say Dark Souls/Elden Ring, and think that just because something may annoy a new player, it therefore is awful and needs to be removed... No. That annoying thing has a solution, that you get to unlock, which makes it feel awesome
Well I think the regen time is essentially halved now on beta worlds, so as a f2p you’ll spend twice as long running now as you would have before. (That’s about 6 minutes to go from 0 to 100 stamina btw I believe instead of the 12 it is right now)
I would be ok with run energy only being used during boss fights and minigames. For questing it is annoying and I can't event remember one that takes advantage of run energy mechanic
I think it's fine because staminas fill pretty much all pvm niches for run anyways, and this really only potebtially impacts PvP (read: running from piñata chasers)
I feel like a new player would have around 40-50 agility by mid game. The average player would have around 60-70 by mid game. I know I care more about what 60 agility would give over what level 1 or 99 gives.
A new item slot along with new combat mechanics, and an inventory expansion through some mechanism would bring me back to the game. By maybe making more items stackable? Or just straight up creating a backpack item that would replace your cape and give you 4 more inv slots. And they could probably make it in a way to make you unable to abuse it. You couldn't unequip it unless you have those 4 slots empty. Those slots would show up on a different color at the side or bottom of your current inv. Stuff like food or pots would instantly disappear in instances when dropped to prevent abuse. It would kinda work like a looting bag in a way that you can place stuff into it, but can't take it out while in combat. Idk the specifics don't matter, but those would be massive quality of life things for me.
all my friends that tried to start runescape quit SPECIFICALLY because of run energy, and it's the sole thing preventing me from wanting to play an ironman. They should just do what elden ring does and make run energy not deplete in combat. This would keep all skill expression while making the game IMMENSELY more approachable for players in every stage of the game.
Maintaining run is skill expression. If you aren't mindful of it, you're not going to be able to min max in content such as the inferno or solo cox. Seeing people change their pathing, positioning etc in anticipation of what's next in order to not lose ticks or energy, etc etc. Olm you have to walk specific tiles when doing methods like shadow olm in order to do it without stamina, or only 1 stamina. Watering down the game for the sake of it isn't it.
@@aaronb3225Friggin amen! Well said. Slowly but surely (it’s sped up after c19), people keep complaining about OSRS being OSRS and wanting to make it “better” by altering the things that make it so unique in the first place. I remember thinking it would only be a matter of time before OSRS ends up becoming easyscape again and they end up launching OSRS yet again, further dividing the playerbase, making players quit, and making that max cape and all that progress go down the drain. Now I’m not one of those purists that’s against updates or tweaking things, but it’s imperative that it keeps the spirit of the game intact. They keep launching updates just for the sake of it, on a schedule literally, even if it’s not needed, as opposed to launching updates when the players are really craving for it, or when they come up with a really good idea out of their own natural creativity, not as a means to meet deadlines. I’m not saying I’m against this update either, it seems like a pretty nice buff that won’t ruin the game, but I feel like they’ve been on a slippery slope for many years now.
I feel really weird when it comes to run energy. Walking in this game has never really bothered me. As a young teenager I would just bop along to the soundtrack and take in the scenery as I went through. As an adult, I do exactly the same but probably have something on my other monitor like a video, the wiki, or my work. I've never felt that level of impatience or that I hate the game when my character starts walking as it sounds like so many players do. I just make my own fun during the downtime. That all being said, I do believe it does need looking at and freshened up a little. I've been trying Rs3 while I wait for Leagues 5 just to see if it's as bad as I thought it had become (yes, but there are still bits I like in there) and run energy there is almost a non-issue which would be waaaay too far. I need to get on the beta at some point but from what I can see here this looks like the start to a happy medium. Run energy should be a component of the game but it shouldn't be so restricting at early levels, while also not completely irrelevant.
@@aaronb3225 I do value my time but I also understand that there is value in walking through the world of osrs and examining different items and taking it in. There's always fun little things I haven't noticed so to me it's not a waste of time.
You will still have to walk, and you can obviously still walk if you want to though, it’s not like you’re being forced to run, people who want to run can now do so more, and people who want to walk can do so as much as they did before.
Run buff is a good idea and smart let ppl want 2 keep playing and alot of rs players have a job ppl shouldn't have wake up at 9 off at 10 you don't have much time 2 play
This change honestly sounds perfect, really hope its implemented like this. A simple buff, nothing to insane all things considered. Maybe less agility trainers, but, tbh. Agility is probably THE most boring and botted skill.
Well that fixes the drop party pick up bots just drop trash for a few minutes then the good stuff then you can assure your items have a more likely chance to go to actually players
I completely understand the argument for run energy in combat, but outside of that, there's really no reason I can see outside of very niche cases where it's a net benefit. Making run energy even tolerable requires training arguably the worst skill in the game, and wearing a full-body outfit which leads to every skiller's character looking identical. It is a severe turnoff to new players and makes travel an absolute nightmare. I understand that a very small portion of players do enjoy managing run energy outside of combat for whatever reason -- I just don't think that cancels out all the negatives.
for me it's difficult because i dont care about energy to the point where my ironman constantly drinks staminas without me worrying, and i do care about skill expression, but at the same time i would also love just having infinite run energy at all times
I really dislike that stamina potions while geared feel like currently using energy potions, it really feels weird using a stamina and seeing that run energy deplete so quickly.
10million likes to max the ben stir account
Do it or i unsubscribe
Challenge accepted, making 10 million accounts to like this
remove 3 0's from that and we'll make it happen
Run energy on quest start and end is actually huge brained. It would massively benefit early game questing with no real effect past that. It would also enable efficient day 1 routes of knowledgable players to take into account quest run refreshes.
Gaining energy while in towns is also super smart, imagine every X ticks in a town regens Y run energy. Would alleviate so much of the issue of run energy.
I second this
Also! Random events. I'd have done randoms way more while questing if it didnt drain all my run energy.
@runakovacs4759 Just use a stamina lol. Randoms are a waste of time if you have the clog. Diverting and doing something else isn't helping you get somewhere faster
Questing run energy is the biggest thing I think cause that’s when how awful it is is super obvious..
Funny, this comment got 100+ Upvotes, but my Thread on the Reddit saying that Certain Cities/areas can have increased Run Energy regen based on Achievement Diary completion in that Area only got me hate in a ton of downvotes, maybe this comment section is a littler brighter.
I argued that it would make sense considering you would know your way around better in terms of your character actually being in that world.
But I guess making suggestions and actually substantiating them is "bad" and making fun of a idea if "good" by not bringing up any arguments.
I wish they would just bring back the "rest" function RS had (before RS3) where you sit on the ground to regen run energy fast.
Youre high iq
your kind disgusts me
This basically made agility pointless and they ended up releasing the silverhawk boots so people never had to train agility.
@@thecasualhawkscrew agility, got 99 and i hated myself doing it
@@adamspringer1042 thats a bad take. Didn't make it pointless, just felt less brutal.
Started last week. (Last time I played was probably actually 2007 and only as F2P as a kid)
Exploring the world has been THE hardest thing to adjust to. Initially, I wanted to explore the world and try to complete quests without outside assistance, but I quickly found myself despairing at the amount of back and forth running I needed to do to collect items or tools I needed from a bank or nearby that could've been saved had I known I'd need said item beforehand.
I audibly groaned when completing the Earnest the Chicken quest when doing a lap around the outdoor of the manor lead me to the compost pit which I needed a shovel for. So I had to do another lap to get the shovel. And then I didn't realise you needed to poison the fish food (couldn't pour the poison straight in), so I had to go back in search of that and then had to do another lap.
I generally don't mind it taking a bit longer to get between major cities or towns etc. There's fun in thinking about how to efficiently travel and getting distracted with things I might as well do while they're nearby so I don't have to run back later, but it's genuinely tear inducing when I waste all my run energy trying to navigate a bit of weird geometry or clicking in the wrong place and watching my character sprint off path-finding in the wrong direction, only to use the same amount again undoing the mistake. Or trying to solve puzzles taking twice as long because every time I want to look at something else across the room it feels so sluggish walking to it.
I feel ya, mate
This is why I said screw it, bought gp like a scumbag, and just started using energy potions; instead of wasting time getting graceful.
I’ve been playing RuneScape for 20 years and I just learned that agility doesn’t affect length of run energy.. that’s ridiculous…. Also an extra 30 seconds for 99 agility as a buff is equally ridiculous… it should scale from 1-99……
Should just be 1 second per level lol.
It does scale, also doubled the recharge rate, any more than this and it would completely break the game.
@@xxjongjongxx calling 30 seconds extra at 99 I wouldn’t call “to scale”
@@xxjongjongxx "completely break the game" is extreme
@@xxjongjongxx it wouldn’t break the game lmao.
some of us like to save time
The idea of replenishing energy at quest start/end is nice. Pushing new players to quests is ideal imo because its the best way to help them learn about the game and not get lost in the world. I'm not sure how the game should communicate this across for new players so that they can make use of it though. Maybe it could be added as part of tutorial island where the player gets their run energy back when they meet the quest tutor and even give it a little animation and message in chat box so they notice?
I love your content. You're very well spoken and you can really tell youre a "real player" and not a typical reddit complainer. Awesome stuff
thats actually a really good idea - cuppa tea for completed quests would be amazing. Cuppa tea for completed segments of quests could be cool, but might be a lot of work to figure out which ones have longer running sections on average
I mean not they could always use the quest helper look at any time it says “recommended item stamina potion” and just look at those quests as a start to the list
They could do a system where you buy run energy with bonds
They should make an item just like the ring of endurance but it utilizes the arrow/blessing slot. Imagine how good that would be for non-range set-ups.
When you think about the flow of the game, the reason running for everyone was 1:30 was so that no player had a PvP advantage. I think I like the 30 seconds difference for hitting level 99. It's not so much that someone who didn't level up their agility would largely suffer in PvP if they tried running. The changes to the recharge time are HUGE. Personally, I think it will vastly improve gameplay, especially for new players. It's at a level where someone is still incentivized to get to 99 agility, but it's not the first most important thing to do on an account. Not to mention improved survivability altogether. I made a new account a few years ago and I wanted to do all the quests. Starting from no stats makes the process grueling just because of the amount of time spent waiting for your run to recharge. This effectively halves the time.
I really wish we could just "sit" to get our run energy up/double up hp rate increase. You could do it as far back as 2009, still way before eoc/rs3, and it was a great feature. There's no reason to not include it on osrs.
I love the idea of energy on quest start/finish. never heard that. Though early game is improved and you think it's maybe not enough, that goes directly into their motivation: make training agility more impactful/desirable. All they need is to add an npc somewhere that explains agility, and we're set (on top of the quest thing).
the cuppa idea for completing quests is serious big brain activity.
A huge problem with run energy that people don't always see is that the only way to improve run energy is to engage with the worst skill in the game (by far). New players experience the bad of early agility run energy, and then when they go to fix that problem they find out they have to go do 800 laps of canifis rooftop course.
agility is NOT the worst skill in the skill in the game lol u guys are crazy. way worse skills to grind than agiility
@@bigbzylo5777 agree to disagree. Definitely subjective!
@@bigbzylo5777 When you’re a new player it is. Nobody wants to click the same spots 600 times. Especially when you haven’t done it before, you’re more likely to actively play rather than semi-afk agility. Quests and combat are the main reason people pick up osrs, not to hop along rooftops before you even start the game.
@@vinnymaxed Thats your opinion about people not wanting to click the same spots 600 times when alot of the game is EXACTLY THAT lol. try mining. What new player wants to sit there mining in ONE EXCAT SPOT? i dont get your logic when were literally playing runescape. Atleast agility has better scenery and isnt depressing and stay in excatly one tile the whole time.
@@vinnymaxed agility has way more benefts as well compared to alot of other skills that have nothing to offer really exp a requirment met for a quest. blah.
Liked and subbed. Hope you hit the 10 gazillion milestone soon 🙏
I heard a cool suggestion that run energy stops (only starts to drain) when you get attacked. Then after a certain time without being attacked it goes back to not being drained.
Monster hunter solved this problem. No run use in towns, severely limited exploration stamina drain with sub 2 second full restore, full drain speed in combat, and doubled drain energy running from a large monster. Exploration is fluid and rewarding while stamina is still a factor where it actually adds something
Remember forestry? This games player base doesn’t do well when stuff is over complicated. Improved restore rates don’t require 20 hours on wiki to understand
You forgot to add triple drain rates when monsters combat level is 3x greater then yours
@@ricardo8268 this would take less than five minutes of actual gameplay to understand unless you struggle to breathe.
@@Shuxosrs monster hunter doesnt have levels :D but it would of course have to be tweaked slightly to come to rs since we don't really have bosses chasing players around the map
@@ricardo8268 forestry was a good attempt but their explaination was legit utter trash. Its just boring minigames.
Honestly this is a good start for run energy changes, but I definitely think it could be improved more. Rlly isnt much reason to keep it as it is so it’s good they are starting to rectify things even if it’s only by a lil bit. I’ve never liked how the run energy felt. I personally would love run energy to not be a thing outside of combat. Or not be used in towns or something . Honestly could drain much slower when following the roads or something many ways they can make it not feel so bad, and maybe they could improve how it drains even more with higher level
GL on 18 billion! Almost there
Pretty sure I’ve used a bil in stamina potions at this point.
A bil of staminas would be 400,000 doses. Or 800,000 minutes of stamina. Or roughly 13.3k hours of stamina.
Another option would be to reduce rub energy usage on roads. Atleast if that's workable in the engine. The roads may at times be slower due to the extra length. But it will preserve your run energy instead
The buff is certainly welcomed, and run restore at the start\end of quests is a great idea. Resting areas in big cities with faster regen rate would be coo as well, although I feel like people would complain about the similarities of RS3.
I only started playing OSRS this year, but one of the things that drew me in was the skill expression in getting around the map efficiently. It feels very similar to getting around the map in Morrowind.
I definitely get the Morrowind comparison, I was playing Oblivion at the time I got into RS but something about RS made me super nostalgic for Morrowind.
what?????
i always figured why not use a firemaking more important by allowing you have energy buffs through resting at campfire, along side with quest giving you max energy again and all that.
If you ask me it should be a more limited version of resting, but you can't do it just anywhere but at specific spots where music is played
Glad to see you reached the goal of 18 billion subscribers by the end of the week my friend! Says so on my screen anyway thanks to the page inspector
Honestly, OSRS is a huge Wiki Game at this point. The game doesn't tell you ANYTHING about how protection prayers actually work, which bosses and enemies can penetrate them, or that some enemies (Perilous Moons) ignore them entirely.
The game actually does tell you that prayers dont work for perilous moons bosses. It was a explained while doing the quest for it. Other than that a lot of the stuff is HEAVILY reliant on the wiki
@@matthews8063 Really? I must have missed it. I just did the quest recently, and didn't catch a line about it.
I think it’s fine we have pots we have tp. If anything just bring the resting system like rs3 or the rest spots imo
Incredible video. I hope you’ve given your feedback to Jagex officially!
If I got my math right, the 17 seconds saved for cooks assistant was about a 9% buff for the f2p experience. That's not huge, and it does not represent all content for the game, but for activities that involve constant movement for a few minutes, it's something. I do like the idea of no run drain in towns/cities, it seems reasonable to me. Anywhere that sees unintended results (like if it applied at blast furnace) could be reverted back to standard run drain
They should remove run energy from MY account
I think they should make it so energy restoration gets faster the longer you stay still or stay walking.
If you play with the linear and exponential scalings per level, you could achieve nearly the same 0-to-100-time at Agility level 1 vs 99, but have faster base recharge speeds at higher Agility levels.
This way, in scenarios where run energy is needed and constantly used, such as combat scenarios, the behavior stays mostly the same, and earning Agility levels is important, but for regular questing, traveling, and skilling in general, run energy is a lot more forgiving if you avoid using it in small bursts.
Something like Agility 1 recovering 1 energy every 20 seconds, Agility 99 recovering 1 every 5 seconds, but each continuous tick of regeneration happens one second faster.
Agility 1 would have a full recovery in 290 seconds (almost 5 minutes) vs Agility 99 110 seconds (almost 2 minutes), but Agility 99 would be able to use frequent bursts of run energy.
Quest restore energy is such a fantastic idea
They could also apply a drain/recharge multiplier when not in combat. That would leave all the endgame stamina management skill completely untouched and fix pretty much all the irksome stamina draining things that we didn't realize we hated so much until leagues gave us unlimited run energy.
6:34 "he's a 1 agility CHAAAD"
Shows us the thieving skill 🗿💀
I tried it with a herb run and in the live game I ended with exactly 0 energy. In the beta I ended with 60(!) energy left. 72 agility and some graceful pieces (not full set). I’m already loving this. The time you stand still doing some other stuff (like herb run, talking with NPCs during quests) really gets your run energy back up. But I agree, for new players it might still feel a little bit underwhelming
Cook assistance reward + "here take a glass of left over milk to refresh your might!" 100% ENERGY XD
If you make a fresh account and just hard focus on questing, this change would make the game a ton more enjoyable. If you then went to those same bosses, run energy is just as important, but you wouldn't have to grind agility as hard to enjoy bossing. Love this change.
This is quality content
(imagine this as an add-on to my other comment)
And with your editing skills looking pretty upper-class, I’d say the odds are more in your favor to reach that number!
how do you do it so the quest helper plugin text not to have the grey background? nice video and very in dept tysm
Cool demonstration mang. Great video. I personally dont agree with the changes. This one of those bandage situations to me.. just slap fountains everywhere, good to go. Youre walking cause youre unprepared, I say. I was also hoping forestry fires would restore energy quicker but eh.
Ill be positive and say a big thing this does have a positive impact on is when youre at 0 run energy and youre almost at your destination and youre spamming the blorb. While this is solved with leveling or proper planning, it still is just enough of a pain that one thinks about it.
A Bond: ❌
This Egg: ✔️
Having quest completion restore run energy to full is such a good idea. And why not all stats?
>no run energy in cities or guilds
>1exp per tile (so that it's not spamming maybe do one exp drop every 100 tiles) and exp from this works on f2p as well
>Stamina Regen is always active
They should make run energy infinite at 99 unless you are in specific areas like wildy or raids. The general overworld has so many options for traversal that having infinite run energy wouldnt be a big deal.
What are those boost timers on your screen that have literal minutes and second timers?
Cup of tea? I think you mean a cuppa
honestly clicking it on and off seems like a nightmare. I haven't played OSRS since it was just RS (so before the split) so I am VERY out of touch, but having a hotkey to toggle sounds like it'd be a godsend if that's not a thing already
You can hold ctrl to invert your run, so you can "ctrl-walk" without toggling your run.
There is an option to automatically turn it on at a threshold, ie you could have it automatically turn on at 20% run for example
Love this idea
They could just change it to where run energy regens fast normally, but slow in combat/raids? I do think that them making sweeping changes that remove some of the complexity of hardwr content is a shame but it doesnt have to be universally one set time (unless the backend is so strongly hardcoded like that)
Hear me out: a Fresh air mechanic. When in the surface you are under the effects of stam potion. But im caves/morytenia/ other “dangerous” locations energy works as it is now. That way energy management is still skillful but exploring and surface activity are less burdensome
I probably would've programmed it so that pathways and roads didnt reduce stamina as much tbh.
Also its been decades since ive first played but, wasnt there an npc scattered around the map that would restored your stamina if you talked to them.
Id probably design water fountains or benches in key spots(near pathways and through out towns) that would restore your stamina if you drink/rest long enough. Each second would restore 5 or 10 points of stamina.
These changes will still encourage travelling and exploration without impeding with the nuances of the game's combat and battle mechanics
My general problem with osrs stamina mechnics is that its very punishing to the general osrs players especially newcomers, but erasing it would likely dampen the spirit of osrs.
I love reading reddit posts, its the capitol of "if you disagree with me youre somehow unintelligent"
Unfortunately, and I hate to say this, but… your subscriber goal by the end of the mentioned week might be a bit on the harder side of things. Still doable I think, so I wish you the best of luck!
I cant think of a SINGLE reason why I should not be able to run around in town freely. I am all about keeping run energy for PvM and combat scenarios etc
I somewhat agree with you, but there are also a ton of training methods that can be done in different cities and it would affect them a lot if that were to be implemented. I'm not saying it's a good or bad thing, but it would probably be a topic that Jagex would have to consider in case certain methods become buffed too much
@overwaterlol I could see it being kept for agility courses, then again, I don't know a single person who actually enjoys training agility lol
these buffs are amazing
gotta love the vids cultivating grind mentality that align so well with jagex's interests for players wasting time playing a grind fest game. 'grind good', run in a fking circle for 300 hours is PEAK game design! i just wish more games made in necessary to give you a pointless task that wastes at least 50 hours of your time before you can do quests! so rewarding to waste 300 hours in the most mind numbing grind ever created to be able to recover energy faster... every time people complain about the game becoming 'easy scape' and it's 'detracting from your achievements', just know that your 'achievements' are based on pretending that wasting time is an accomplishment.
Having to remember a lot of things at once in combat, is what makes me scared of combat. It's just too much to manage.
I'm definitely not going to be clicking run on and off if I'm already struggling to remember prayers, potions, and eating food 😅
I kinda understand both sides cuz some bosses are balanced around run energy but also when ure just running around doing quest it sucks ass to walk/waste money on staminas non stop soooooo they could make graceful good and i think that solves the problem. I think the restoration doesnt apply when youre running so maybe making graceful like a mini constant stamina if youre wearing all of the pieces is good. And its not like graceful is easy to get for the average player.
I think I agree for most quest and add in as f2p why because it nice way to bring them over to members. People as players well say no only members then if you doing f2p quest to get the tea then what point put it in. The homes mini game is fixs because it automatically does it unless it settings to undo it. It annoying, but i don't mind it. Most think it a plain for it. I think run deal is fair wish it little more down or 99 level is higher like 2:30 minutes or 4 maxs or 1 at 1:20 instead of it being at 1:30 small changes. And fill timer just little more time on 1 level max 7 minutes. And if f2p became a member gor agility then back they should be able to used it to filled their run, but can't level up it unless they are members.
No energy drain on roads would fix the early game problems a ton without majorly changing skilling or PVM
With how long agility takes, it should definitely scale to like a 20 second return to 100%
As a f2p player I am very pkay with this buff and I generally hate things that make the game easier, but its ridiculously bad in f2p and not easy to mitigate that for a uim.
The regen times being so low is my problem. I want energy gone, but why not at least make the regen as fast as the drain, but regen slower at heavier weights? Like you said, it’s still so “meh”. I also like your “no run energy in towns” idea, since so many games already do that.
Keep the regen the same as it is now when the player is in combat or specific cases if you want to keep the run-energy-as-a-skill aspect. I dunno, maybe I’m gonna have to make a video on this myself 😂
The guy that congratulates you at the end of the quest is just an extension of the quest helper plugin, not the base game
Ah, that explains why I didn't recognize him lol. Good to know!
tea at end of quest? hell yeah
I feel like Standing Still should give increased run energy regen, just a small boost
Comment section is weird today
Jagex is sending their comment bots to make it seem like people want them to keep messing with the game
@@Channel-io4xuwe do want them to keep messing with the game. It’s called old school RuneScape, not forgotten by the devs RuneScape. Not to mention all updates require votes so the majority of people did want this to happen. Maybe you should just try being open to change.
Obvious joke goes woooosh
you say obvious joke but even if the guy was joking there are plenty of people who are entirely sincere when they say they want literally no more changes to runescape. these people are insane and actively want the game to be worse foe their own insanely biased reasons@@redchief94
New player here. I started playing for my first time ever just over a year ago. The sense of ACTUAL reward and upgrade from unlocking teleports, getting enough gp flow for staminas, getting graceful, the house pool, etc, were all extremely good feeling. If you remove this and dumb it down like every other MMO trying to appeal to this mythical, non-existent, hyper-dumb hyper-intolerant "new player" I would have never gotten so into this game in the first place and just seen it like WoW. I'm not just talking run energy, but the philosophy that persists throughout osrs that makes it different and 'real' compared to every other generic, minmaxing player psychology MMO out there
Just because something is frustrating, doesn't mean it's bad. How can you look at the success of say Dark Souls/Elden Ring, and think that just because something may annoy a new player, it therefore is awful and needs to be removed... No. That annoying thing has a solution, that you get to unlock, which makes it feel awesome
Me running around thieving in Port Piscatoris:
Kill. Me. Plz.
How does it show you where to move when bossing?
Runelite plugins
@7:35 the official client actually has anti aliasing along with some other GPU plugin-style settings these days :)
one thing I'm interested in seeing is how it effects ftp only accounts, being stuck with 1 agility forever.
Well I think the regen time is essentially halved now on beta worlds, so as a f2p you’ll spend twice as long running now as you would have before. (That’s about 6 minutes to go from 0 to 100 stamina btw I believe instead of the 12 it is right now)
I would be ok with run energy only being used during boss fights and minigames. For questing it is annoying and I can't event remember one that takes advantage of run energy mechanic
People will do literally ANYTHING besides walking to enjoy the views :D
I think it's fine because staminas fill pretty much all pvm niches for run anyways, and this really only potebtially impacts PvP (read: running from piñata chasers)
I just wish they could make stamina pots a little more accesable for ironmen
Gang gang!
I feel like a new player would have around 40-50 agility by mid game. The average player would have around 60-70 by mid game. I know I care more about what 60 agility would give over what level 1 or 99 gives.
A new item slot along with new combat mechanics, and an inventory expansion through some mechanism would bring me back to the game.
By maybe making more items stackable? Or just straight up creating a backpack item that would replace your cape and give you 4 more inv slots. And they could probably make it in a way to make you unable to abuse it. You couldn't unequip it unless you have those 4 slots empty. Those slots would show up on a different color at the side or bottom of your current inv. Stuff like food or pots would instantly disappear in instances when dropped to prevent abuse. It would kinda work like a looting bag in a way that you can place stuff into it, but can't take it out while in combat.
Idk the specifics don't matter, but those would be massive quality of life things for me.
just play rs3
from 12min to 6min is HUGE, worst thing imo is when u got hella junk so u really never run that much... weight should be removed imo
Run energy doesn't drain during non-combat, run energy drains during combat and wildy. Fixed it.
all my friends that tried to start runescape quit SPECIFICALLY because of run energy, and it's the sole thing preventing me from wanting to play an ironman. They should just do what elden ring does and make run energy not deplete in combat. This would keep all skill expression while making the game IMMENSELY more approachable for players in every stage of the game.
Maintaining run is skill expression. If you aren't mindful of it, you're not going to be able to min max in content such as the inferno or solo cox. Seeing people change their pathing, positioning etc in anticipation of what's next in order to not lose ticks or energy, etc etc. Olm you have to walk specific tiles when doing methods like shadow olm in order to do it without stamina, or only 1 stamina.
Watering down the game for the sake of it isn't it.
@@aaronb3225Friggin amen! Well said. Slowly but surely (it’s sped up after c19), people keep complaining about OSRS being OSRS and wanting to make it “better” by altering the things that make it so unique in the first place. I remember thinking it would only be a matter of time before OSRS ends up becoming easyscape again and they end up launching OSRS yet again, further dividing the playerbase, making players quit, and making that max cape and all that progress go down the drain. Now I’m not one of those purists that’s against updates or tweaking things, but it’s imperative that it keeps the spirit of the game intact. They keep launching updates just for the sake of it, on a schedule literally, even if it’s not needed, as opposed to launching updates when the players are really craving for it, or when they come up with a really good idea out of their own natural creativity, not as a means to meet deadlines. I’m not saying I’m against this update either, it seems like a pretty nice buff that won’t ruin the game, but I feel like they’ve been on a slippery slope for many years now.
They should def go thru with the change
I feel really weird when it comes to run energy. Walking in this game has never really bothered me. As a young teenager I would just bop along to the soundtrack and take in the scenery as I went through. As an adult, I do exactly the same but probably have something on my other monitor like a video, the wiki, or my work. I've never felt that level of impatience or that I hate the game when my character starts walking as it sounds like so many players do. I just make my own fun during the downtime.
That all being said, I do believe it does need looking at and freshened up a little. I've been trying Rs3 while I wait for Leagues 5 just to see if it's as bad as I thought it had become (yes, but there are still bits I like in there) and run energy there is almost a non-issue which would be waaaay too far. I need to get on the beta at some point but from what I can see here this looks like the start to a happy medium. Run energy should be a component of the game but it shouldn't be so restricting at early levels, while also not completely irrelevant.
Walking isn't that bad; it's actually chill.
Yeah, I don't understand the fuss
Doing content > walking. If you don't value your time that's your choice.
@@aaronb3225 I do value my time but I also understand that there is value in walking through the world of osrs and examining different items and taking it in. There's always fun little things I haven't noticed so to me it's not a waste of time.
Since it's a game, time is a loss of time...
You will still have to walk, and you can obviously still walk if you want to though, it’s not like you’re being forced to run, people who want to run can now do so more, and people who want to walk can do so as much as they did before.
This is big brain
this is long needed. i'm all for keeping the game oldschool, but the run energy was too punishing even 20 years ago.
Run buff is a good idea and smart let ppl want 2 keep playing and alot of rs players have a job ppl shouldn't have wake up at 9 off at 10 you don't have much time 2 play
Genuine question: Why cant 99 agility have unlimited energy?
This change honestly sounds perfect, really hope its implemented like this. A simple buff, nothing to insane all things considered. Maybe less agility trainers, but, tbh. Agility is probably THE most boring and botted skill.
Well that fixes the drop party pick up bots just drop trash for a few minutes then the good stuff then you can assure your items have a more likely chance to go to actually players
54 is a good breaking point because you get graceful at 56~
I completely understand the argument for run energy in combat, but outside of that, there's really no reason I can see outside of very niche cases where it's a net benefit.
Making run energy even tolerable requires training arguably the worst skill in the game, and wearing a full-body outfit which leads to every skiller's character looking identical. It is a severe turnoff to new players and makes travel an absolute nightmare. I understand that a very small portion of players do enjoy managing run energy outside of combat for whatever reason -- I just don't think that cancels out all the negatives.
great toes on that first second of the video
If they made it scale after 45 agility, that could be a big bugf
for me it's difficult because i dont care about energy to the point where my ironman constantly drinks staminas without me worrying, and i do care about skill expression, but at the same time i would also love just having infinite run energy at all times
Ruck running, that's some janitor ass shit. Gimme infinite energy. That said, it looks pretty good in the beta. Any buff is welcomed.
I really dislike that stamina potions while geared feel like currently using energy potions, it really feels weird using a stamina and seeing that run energy deplete so quickly.