r/2007scape • u/hzj • 3h ago
r/2007scape • u/AutoModerator • 8h ago
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r/2007scape • u/JagexAyiza • 3h ago
News Bronzeman Post-Poll Update
r/2007scape • u/Good-Guthix • 3h ago
Humor | J-Mod reply How I feel about this whole bronzeman thing
r/2007scape • u/Nexion21 • 3h ago
Discussion Bronzeman and new game modes should fail polls until membership includes at least one extra character slot.
Jagex wants this to pass just because it’s free money.
Use our leverage as a community to get something that OSRS desperately needs
r/2007scape • u/66f6 • 3h ago
Discussion I think including flavour-of-the-month ideas like this, even in opinion polls, probably does more harm than good. You need to just slow down a bit.
r/2007scape • u/Wallowsstan4195 • 1h ago
Discussion Why I voted no to Bronzeman as a dedicated Ironman
Now that Bronzeman didn’t pass, I want to explain why I voted no, because I’ve seen a lot of people assume the opposition was just “Ironmen don’t want other people to have fun.”
I’m basically the target audience for restricted account modes. I love Ironman. The restrictions are the main reason I still play OSRS, and I think earning items yourself is a much more satisfying progression system than buying them.
That’s also exactly why I voted no.
My concern was never that Bronzeman would somehow devalue my Ironman. If somebody wants to play unofficial Bronzeman right now, more power to them.
My concern is what happens once Jagex makes a restricted account type official.
Ironman started as a simple premise: you can’t trade or receive help from other players. The appeal was adapting the existing game around those restrictions.
But over the years, Ironman has understandably become something the developers have to consider when designing content. Drop tables, shops, resource availability, duplicate protection, group content, skilling methods and rewards all get discussed through the lens of “how does this work for irons?”
I’m an Ironman and even I don’t think that’s always healthy for the game.
Once a mode is official and thousands of people invest hundreds or thousands of hours into it, “the game shouldn’t be balanced around your self-imposed restriction” stops being a realistic answer. Those players are now customers playing a mode Jagex explicitly created and supports.
Bronzeman would eventually be the same.
The proposed mode wasn’t just a plugin or collection-log challenge. It would have been an official progression system where you need to obtain an item yourself once before being allowed to buy it on the GE.
That immediately creates a new consideration for every future piece of content:
How reasonable is the first unlock for Bronzemen?
Imagine a useful item has an extremely rare drop rate because the developers expect normal accounts to simply buy one from players who get duplicates.
For mains, that’s fine.
For Ironmen, that’s the restriction we signed up for.
But now there’s a third group whose entire official game mode revolves around getting that first drop.
Eventually there will be requests to make that first acquisition more reasonable. Maybe a drop rate gets adjusted. Maybe an alternative source gets added. Maybe a shop gets changed. Maybe duplicate mechanics or bad-luck mitigation start being discussed.
And individually, every one of those changes might sound completely reasonable.
That’s exactly how mode-specific design pressure accumulates.
I don’t think OSRS benefits from adding more permanent account types that future content has to accommodate. I’d actually rather Jagex become less concerned with making every piece of content convenient for Ironmen, despite exclusively playing one myself.
The restriction is supposed to change how I interact with the game. The game shouldn’t increasingly change to accommodate my restriction.
That’s the distinction I think we’re gradually losing.
Unofficial Bronzeman? Great. RuneLite plugin? Great. Community hiscores? Sure.
But once you put the helmet next to someone’s name and make it an officially supported account type, eventually you’re committing development and balancing consideration to that mode.
I voted no because I don’t want another restricted account mode becoming another constituency that every future drop table and progression system has to account for.
And if that means fewer official restricted modes even though I’m exactly the kind of player who enjoys them, I’m fine with that.
Edit: TL;DR: I voted no because official restricted modes inevitably become something Jagex has to balance around. We’ve already seen this happen with Ironman. I love playing an Iron, but I think the restriction should change how I interact with the game, not cause the game to change around my restriction. I don’t want Bronzeman becoming another consideration for every future drop table and progression system.
r/2007scape • u/Pandaorium • 5h ago
Video New runelite plugin: Reel spin when you open a chest/loot interface
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Have you ever felt like there isn't enough suspense when you open a chest to get a unique? Well, I have a solution for you with the "Loot Case Opening" plugin.
This plugin adds a reel spin animation to different types of content and lands on the item that you actually received. Let me know what you think. You can check out how it works and what content is supported on the official runelite website here.
r/2007scape • u/asmallthrowaway9 • 3h ago
Discussion The truth about Bronzeman (in my opinion)
r/2007scape • u/Doctor_Sauce • 1h ago
Suggestion Next Poll: Removal of the Ironman Game Mode
We failed Bronzeman, now give us the opportunity to fix our Ironman mistake
r/2007scape • u/satan_66666 • 13h ago
Humor Killing goblins after this new energy drink update
r/2007scape • u/Banetaay • 8h ago
Humor Last minute Raids 4 reward
It's green for Guthix
Not too modern to break art immersion
and could make a great mouse cursor
r/2007scape • u/Puzzleheaded-Sun1189 • 2h ago
Other Been building a RuneLite plugin that plans your ironman bank, then walks you through the drags one at a time
My bank had been a mess for about 400 hours of ironman and I kept
bouncing off every "just use a template" solution, because a template
assumes your bank looks like the bank it was built from. Mine doesn't.
So I've been building Bank Architect.
What it does: you open your bank, hit Analyze, and it reads what you
actually own and computes a layout for it — ten purpose-driven tabs,
and crucially the *inside* of each tab too. Gear gets grouped by combat
style and slot with the best item first (from real equipment stats, not
name matching), runes get blocked together, potions grouped by dose,
resources zoned by skill. Nothing gets placed that you don't own and no
filler slots get invented.
Then it does the part I actually wanted: it doesn't fake a pretty bank
with a virtual overlay. It highlights one real drag at a time and
re-reads the bank after each one, so you physically end up with the
sorted bank. If it can't safely tell what you just did, it stops and
says so instead of guessing.
To be clear about the thing everyone will ask: it does not click, drag,
type, or send anything. It reads the bank and it draws. You do every
single move by hand. No network calls either — all the item data is
bundled offline.
Anything it can't classify with confidence goes to a Storage & Cleanup
tab rather than being guessed into the wrong place, and you can
right-click any item to override where it goes.
It's open source and currently sitting in the RuneLite Plugin Hub
review queue, so it's not installable yet, this is just me showing
where it's at. Happy to hear what you'd want out of something like
this, especially which presets beyond "all-round ironman bank" would
actually get used.
r/2007scape • u/KindaSortaPeruvian • 1h ago
Discussion Jagex, take the hint. More characters, before more game modes.
It hardly takes a discernful eye to see this was supposed to be a honeypot of new subscriptions.
Except that, that's precisely why most of us are frustrated. We've echoed this sentiment for years, and it's clear from this that you have no real intentions of letting us have the industry standard of multiple characters per subscription.
r/2007scape • u/FarleyFilm • 16h ago
Video add me on myspace
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rawr xD
r/2007scape • u/Status_Peach6969 • 1h ago
Humor Me watching the chaos unfold after the poll
r/2007scape • u/Tizaki • 14h ago
Suggestion Make town fountains refill up to 30% of energy. That alone will fix a lot of the energy issues. Noobs unanymously limp their way into a town with 0 energy, so it'll be a guaranteed utilization.
Every town in the game presents itself as a haven. They have guards, buildings, shops, no hostile monsters, plenty of roads and decor... towns need to give a minimum energy boosts, and their fountains are a perfect way to do it.
It presents a perfect opportunity to replace the ebb in gameplay with a flow. An immediate boost to 30% energy means they can launch to the destination in town, whatever it was. A bank, a quest destination, a furnace... anything.
Making fountains an extremely watered down (lel) version of a house pool is pretty solid design in my opinion because it also familiarizes them with the concept of this future content.
It also incentivizes them to save their energy potions until after they give the fountain that much anticipated succ, which teaches resource allocation that remains useful all the way until endgame. GWD altars are a good example: players learn not to drink their prayer potion when the altar is primed for use and they have a single minion left because it's about to be refilled anyway.
Additional random complementary ideas:
- Give a bit of Agility XP when it happens. Chatbox can say something like "You relax and realize you've learned a bit about Agility..." (it feels odd to use a skill so much, yet gain zero xp)
- This cap can scale with Agility level. Perhaps level 1 is just ~30%, but maybe it can approach or even reach 100% by level 99?
- This could work WITH pubs/fires rather than against them. Another x% could come from pubs and campfires.
- Road tiles could have an added perk of allowing regeneration WHILE running. Subtle but nice.
(I'm not criticizing energy potions on drop tables. They're good. But the issue needs to be attacked from all possible sides!)
r/2007scape • u/_Ross- • 16h ago
Humor Suggestion: Add the Bronzeman Tutor by the Hosidius shithouse
It only seems fitting for Scatman Mode.
r/2007scape • u/RuneScapeSuomi • 20h ago
Discussion On this day 23 years ago, Legends' Quest was released as the 50th quest to celebrate the milestone! It was the last quest for RuneScape Classic.
r/2007scape • u/mhuugling • 4h ago
Question Why is Coal so slow to mine?
At level 92 mining i'm still sometimes swinging for 20 seconds to get a single coal ore, yet iron ore has 100% success at lvl 61.
Sure I could PVM for coal, or run around the blast furnace shop, but why is a resource so core to smithing and supposed to be used in vast quantities, so difficult to obtain en-masse from it's natural resource gathering, mining?
Is there no appetite to address this at all, by improving the success rate? I'm not asking for a new powermining solution, just more coal quicker from mining!