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……
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.
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
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
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.
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).
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.
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
@@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
(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!
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.
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
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 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 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.
>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 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.
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
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.
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
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.
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
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
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.
People in OSRS are extremely apprehensive of things from RS3 but i think they should add some rest spots around the game that would restore run energy faster
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.
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 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.
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 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)
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)
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.
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 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 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.
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.
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.
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 😂
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.
@@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.
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 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.
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.
run energy at the lower end definitely needs a buff (maybe a low level prayer to teach prayer management?) but one of the most disheartening things about leagues is the inf run from the start. it genuinely takes away a big part of the game to make agility stat basically useless, upgrade like graceful, endurance & vile vigour pointless too. if they buff it on the higher end, id hope they just readjust some gear balancing as far as weight goes. maybe make all crystal items -1 weight to secure bowfa as the bis kiting set.
12 and a half minutes for just to run for a little over single minute? Good grief that’s brutal. I knew it was bad but i never bothered looking it up to realize it was *that bad*
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
Why not just add a rejuvenation pool at appropriate places in towns, let players just restore their run when they get to the bank or someplace like that. This doesnt devalue getting teles (theyre still faster than running) or staminas (theyre still useful for activities) It slightly devalues getting a pool in your house, but at the first level because other pools restore stats besides run. Combined with the fact that not every teleport is in a town, and probably not every town would have pools, and it changes very little about the current game while giving both low and high level players a compromise of convenience and immersion while traveling
Place resting places in game but not right klick rest everywhere . Just add resting in f2p places , 1 in lummy , 1 in varrock , 1 in draynor , 1 in falador
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
It kind of IS "drink brown potion every 2 minutes" and the only counterpoint you offered was end game raids which a small portion of the player base will do, and is basically the only time your point holds water. It becomes less so when you're an ironman. Buuut that's an extra game mode and not the baseline experience.
I want to see the numbers for specifically level 28 agility. Why 28? That is the level The Tourist Trap quest leaves you at if you take both xp rewards into your agility (which is what experienced players do). I want to see if the changes actually matter after just the first agility benchmark that most new experienced players take (and all new members accounts should do). If they are a significant buff, then overall I think these changes are fine. Also, they dont want to give you infinite run for a super simple reason: TRAIN. AGILITY. Not all skills are fun for everyone, but every skill should have a use. Infinite run takes away from the point of agility other than shortcuts and quest requirements, which would make training agility feel WORSE than it already does. You run 50000 laps around canafis and you dont even get a reward for doing so other being able to say "one level down, 35 to go"? That is trash. The earlygame buffs were 100% warranted, and people who trained agility are rewarded further for doing so, that is an overall buff to the entire game.
I fully disagree with this. There is no issue with the way run works in the game. Like you said, this is one of the only MMOs actually gaining players. The reason is that players don't actually like being spoon fed even if they think they do. Hard games are fun and good. The limitations to run are what make getting the teleports feel good.
10million likes to max the ben stir account
Do it or i unsubscribe
Challenge accepted, making 10 million accounts to like this
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
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
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
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 🙏
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?
the cuppa idea for completing quests is serious big brain activity.
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
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
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.
A Bond: ❌
This Egg: ✔️
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
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).
GL on 18 billion! Almost there
Incredible video. I hope you’ve given your feedback to Jagex officially!
They should remove run energy from MY account
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
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.
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.
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
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
(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!
Quest restore energy is such a fantastic idea
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?????
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
This is quality content
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 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 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.
>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 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.
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
Love this idea
these buffs are amazing
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.
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
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.
People will do literally ANYTHING besides walking to enjoy the views :D
Cup of tea? I think you mean a cuppa
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
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.
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.
Gang gang!
I love reading reddit posts, its the capitol of "if you disagree with me youre somehow unintelligent"
how do you do it so the quest helper plugin text not to have the grey background? nice video and very in dept tysm
Me running around thieving in Port Piscatoris:
Kill. Me. Plz.
People in OSRS are extremely apprehensive of things from RS3 but i think they should add some rest spots around the game that would restore run energy faster
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.
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 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.
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 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)
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)
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!
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.
With how long agility takes, it should definitely scale to like a 20 second return to 100%
I feel like Standing Still should give increased run energy regen, just a small boost
They should def go thru with the change
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)
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
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'm up babe 😎😎
What are those boost timers on your screen that have literal minutes and second timers?
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.
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.
this is long needed. i'm all for keeping the game oldschool, but the run energy was too punishing even 20 years ago.
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.
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 😂
Run energy doesn't drain during non-combat, run energy drains during combat and wildy. Fixed it.
54 is a good breaking point because you get graceful at 56~
You cooked with this one, thank you so much, I hope the community appreciates this vid.
great toes on that first second of the video
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.
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.
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
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 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.
I just wish they could make stamina pots a little more accesable for ironmen
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.
run energy at the lower end definitely needs a buff (maybe a low level prayer to teach prayer management?)
but one of the most disheartening things about leagues is the inf run from the start. it genuinely takes away a big part of the game to make agility stat basically useless, upgrade like graceful, endurance & vile vigour pointless too.
if they buff it on the higher end, id hope they just readjust some gear balancing as far as weight goes. maybe make all crystal items -1 weight to secure bowfa as the bis kiting set.
we play leagues to experience new content to us, not to grind agility to 99 just so we can run for a bit longer rofl
You're high...infinite run is amazing on leagues. Agility still gives shortcuts.
Idk about the rest of the community, but I'd rather just have the rest option we had in Rs2 if they are changing things to do with energy management.
If they made it scale after 45 agility, that could be a big bugf
“Osrs pvm shines” it’s literally stand here, don’t stand there, win
i think its mostly fine the way it is, if there are changes they should be minor
didnt watch the vid huh
They had it perfect over a decade ago, i miss rest mechanics.
12 and a half minutes for just to run for a little over single minute? Good grief that’s brutal. I knew it was bad but i never bothered looking it up to realize it was *that bad*
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
Why not just add a rejuvenation pool at appropriate places in towns, let players just restore their run when they get to the bank or someplace like that. This doesnt devalue getting teles (theyre still faster than running) or staminas (theyre still useful for activities)
It slightly devalues getting a pool in your house, but at the first level because other pools restore stats besides run. Combined with the fact that not every teleport is in a town, and probably not every town would have pools, and it changes very little about the current game while giving both low and high level players a compromise of convenience and immersion while traveling
Place resting places in game but not right klick rest everywhere . Just add resting in f2p places , 1 in lummy , 1 in varrock , 1 in draynor , 1 in falador
they should release a 2007 scape
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
@7:35 the official client actually has anti aliasing along with some other GPU plugin-style settings these days :)
It kind of IS "drink brown potion every 2 minutes" and the only counterpoint you offered was end game raids which a small portion of the player base will do, and is basically the only time your point holds water.
It becomes less so when you're an ironman. Buuut that's an extra game mode and not the baseline experience.
I want to see the numbers for specifically level 28 agility. Why 28? That is the level The Tourist Trap quest leaves you at if you take both xp rewards into your agility (which is what experienced players do). I want to see if the changes actually matter after just the first agility benchmark that most new experienced players take (and all new members accounts should do). If they are a significant buff, then overall I think these changes are fine.
Also, they dont want to give you infinite run for a super simple reason: TRAIN. AGILITY. Not all skills are fun for everyone, but every skill should have a use. Infinite run takes away from the point of agility other than shortcuts and quest requirements, which would make training agility feel WORSE than it already does. You run 50000 laps around canafis and you dont even get a reward for doing so other being able to say "one level down, 35 to go"? That is trash. The earlygame buffs were 100% warranted, and people who trained agility are rewarded further for doing so, that is an overall buff to the entire game.
yeah bossing would just be more fun when i dont have to worry about run energy and let me focus on the other 50 things happening.
Walking is also a mechanic in the game. Why dont pepple just buff their patience stats
I fully disagree with this. There is no issue with the way run works in the game. Like you said, this is one of the only MMOs actually gaining players. The reason is that players don't actually like being spoon fed even if they think they do. Hard games are fun and good. The limitations to run are what make getting the teleports feel good.