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Group Ironman launches tomorrow!



Adventurers, Group Ironman is just one day away! The time has finally come to forge a team and become legends in this whole new way to play Old School RuneScape!

Haven’t found a group yet? Fear not! We’ve set up a handy LFG bot in the Official OSRS Discord to help.

The bot can set you up with similar players based on certain criteria: Timezone (NA, EU or Australia); Group Prestige (depending on if you want to raid exclusively with one group) and Group Type (Hardcore or Regular).

Here’s how to use it:

  • If you haven’t already, join the Official OSRS Discord.
  • Look for a category named ‘GIM Bot' on the left side panel of the Discord - a channel called #group-finder-info can be found under this.
  • There will be a message in this channel from the Group Finder Bot - interact with it and you'll get a direct message. If this doesn't work, check your privacy settings to make sure they allows direct messages from server members (alternatively, it may be that the bot is handling too many requests, in which case you should try again after a couple of minutes).
  • Answer the three simple questions relating to your timezone, prestige preference and group type interests.
  • Based on your answers, you’ll be assigned a role by the Group Finder Bot, granting access to the corresponding channel.
  • Every member of the channel will be looking for the same type of group, so feel free to advertise yourself or your group there. Roles will correspond with different timezones to make it easier for you to group up. Do make sure to let everyone know what times you're willing to play!
  • If you would like to change the answers to your questions, simply head back to the #group-finder-info channel to start over. You should leave the LFG channel you're currently in before restarting the questions - this can be easily done via the Group Finder Bot.

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By Killerfishy

Hey, look over here!

It looks like a group of Adventurers. Are they about to embark on their Group Ironman journey too? Lets find out a little bit more about them!

The Muscle: Someone who just loves the thrill of battle! She has precisely zero interest in skilling, but give her a boss fight and she's happy for hours! She knows she’s good (far better than her team-mates) but she isn’t arrogant or rude about it. She’ll also wear Bronze Armour sometimes, just for the extra challenge.

The Strategist: Someone who aims to max every skill and is chasing a permanent spot on the HiScores. She’s also the group's main skiller, and is very efficiency focused. She can quickly identify the weak spots in any enemy... and perhaps of her own group!

The Lone Wolf: Who doesn’t love an edgy wizard? With a propensity to wander off by himself to do his own thing, he's renowned for having insane RNG and finding rare drops. How on earth does he manage it?

The Heart: A goofy, lovable giant. A lover of quests who wants to help every NPC they stumble across. The Heart has a monsterous gaming PC, but only uses it for playing Old School with his friends. He would absolutely click on a player dressed as a Wilderness lever if his friends didn’t warn him.

The Leader: At the front and centre of the group. Admittedly, he spacebars through quests and can’t stand achievement diaries (although he completes them for the rewards). He's great at recognising people’s strengths and getting the best out of everyone.

One of our very own community artists, Killerfishy, has brought these characters to life!

Check out this awesome piece, which is the first of a four-part comic series!



Even more excitingly, the group need YOUR HELP! You must help them decide what they’ll get up to next, so head over to our Twitter, Facebook, or Reddit and have your say! Got any awesome ideas? Let us know in the comments!

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Mods Arcane, Archie, Argo, Ash, Ayiza, Banjo, Boko, Bonsai, Brow, Bruno, Curse, Daizong, Deagle, Dibber, Ditto, Dylan, Ed, Elena, Errol, Fed, Flippy, Gecko, Grub, Halo, Havik, Husky, Jerv, Jndr, John C, Kandosii, Katies, Kieren, Kirby, Lenny, Light, Lottie, Mack, Maylea, Morty, Nasty, Nin, Oasis, Roq, Ry, Sarnie, Skylark, Squid, Steve W, Sween, Tide, Vegard, West, Wolfy & Zuko

The Old School Team

Gielinor Gazette - October 2021



Can you believe we haven't had a Gielinor Gazette since last year... crazy right? For those that don't know, the Gazette is a monthly newspost featuring in-depth content design articles from our wonderful devs, production updates from the leads and a chance to welcome new members of the team.

For its return this year we wanted to give it a bit of a revamp, bringing back some classic Gazette sections - Postbag from the Hedge and the Player Showcase Gallery! These we classic staples of past Gazettes, which many of the team look back at fondly.

Within the first Gazette of 2021 we say hello to the whopping over 20 J-Mods that have joined us this year! Plus, Mod Elena offers a look into the design of Group Ironman and we update you on some of the future content coming to Old School, including a look at what the New Client features are like on Mobile!

It's great to be back. So make your favourite sarnie, a nice cuppa' tea, and sit back for a good read!

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[h2]Project Status Update[/h2]


Recent Leadership Livestream

Last week's live stream was a big one, and a leadership presence on the streams was well overdue. Mods Ayiza, Kieren, and Sween were joined by Mod Markos - Old School's new Executive Producer. We sought to give you some insight into concerns such as account security, the Duel Arena and more. Let's break down some of the key announcements:
  • Duel Arena: In the long-term, we plan to replace the Duel Arena with more engaging content. In the meantime we'd like to explore some other changes, like the introduction of a staking cap. More information will follow later this month.
  • Account Security: In the livestream Mod Markos, the new Executive Producer, stated that Account Security will be a priority of his, acknowledging that it has been far too long since we promised changes.
  • Games Rules and RWT: Beginning later this month we'll be adapting our approach to RWT. Currently, we focus on tackling those who sell wealth or services, but we're going to renew our attention on finding the players who are buying wealth or services. We're also exploring new reporting options for different types of rule-breaking.
  • The Game Economy: You've asked us to pay close attention to the game's economic health, and we plan to do just that. We've even hired some economists to help advise us! We'll talk about our plans in more detail later this month.
  • Nex In Old School: Following the Summer Summit we saw that, despite a lot of excitement for the content we announced, you wanted something more permanent and playable. We've been investigating backporting Nex with an Old School flavour, but before we poll it there'll be a blog (in a few weeks time) and an in-game beta to test proposed rewards.
WIP images of the Boss Room & Nex.


Group Ironman

Can you believe we're just two days away from Group Ironman's release? What a journey it has been since its initial announcement back at RuneFest 2019. It is the result of a huge collective team effort. So, get ready to travel to The Node with your friends from 11am BST on October 6th!

As usual, there'll be a newspost alongside the release to give you all of the information you need. This has been a highly requested gamemode, even prior to the actual announcement. Just as Ironman was led by Boaty and Faux, we've really enjoyed watching the likes of EVScape, Purpp, RonPlaysGames, and Skiddler pursue their unofficial Group.

We really appreciate your patience over the last two years, and we can't wait to see what you get up to!


Leagues III

Our third League is making amazing progress. It's called Shattered Relics and launches on November 3rd! Following the announcement at our Summer Summit, much of the design has been finalised and we have released the Rewards Poll Blog, so check it out and make sure to have your say!


Tombs of Amascut

We've shared a lot more information on the third Raid since August. We released a newspost and ran a Beta for the potential rewards and there was an amazing reception at our Summer Summit. We're delighted to share with you all that a new Rewards Blog and Beta will be arriving this month, so look out for them when they drop soon! Art pre-production has also made great progress.

Concept art from Tombs of Amascut.


Wilderness Changes

The Wilderness changes blogged back in July are now in development. The first batch has been released, consisting of the final Equipment Rebalance changes and an altered Revenant Cave entrance.

Regrettably, it's taken us much, much longer to get round to these changes than we'd hoped. A huge but critical technical rework was recently urgently required, taking out a developer of the project for multiple months. In addition to this, we've also had to reallocate resource in support of upcoming content. This left us in a position where our only option was to wait for this work to be signed off before resuming anything Wilderness-related. Delaying content is something we'd rather avoid, and while we are committed to delivering the changes as promised, the long-term health of the game always remains our top priority.

Now for the good news! The technical rework is now in QA, and the remaining jobs from Poll 75 are done. We are finally seeing progress, but in the interest of transparency, we'd say that we are not out of the woods just yet. With the delays pushing us into what is now a jam-packed schedule of upcoming content, our dev capacity is not where we need it to be in order to bring these updates together. We are committed to those changes and will do them with no compromise on quality, no matter how long it takes us.

Thank you for your patience so far, and rest assured that we wish to see these changes in the game as much as you do.


Wilderness Boss Rework

Work on this will kick off once the above has been completed. In the interim, the art team has progressed with sketches and concept art for environments and rewards.

Vet'tions Chamber Concept


Venenatis's Lair Concept #1


Venenatis's Lair Concept #2


Steam Client Features

Last month, our Steam Client was updated with a second batch of features including Agility helpers, increased draw distances, a zoomable minimap and more! The team continues on its quest to deliver a client that really enhances your Old School experience. Additions thus far include:
  • Opponent Information HUD
  • Buff Bar and Ammo Display
  • Stat Boost Timers
  • Fishing Spot Indicators
  • Tile Markers
  • Chambers of Xeric Helper
  • Mouse-Over Tooltips
  • Chat History Improvements
  • Orb Visual Timers
  • FPS Settings
  • Anti-Drag Settings
  • Settings Menu Re-organisation
  • Draw Distance Settings
  • Tile Indicators
  • Improved UI Scaling
  • Agility Helpers
  • Minimap Improvements

And this is just the beginning! We've got tons of exciting features on the way in the near future that will improve your experiences with Clue Scrolls, loot and more.

In the meantime, our third drop of new features is just around the corner, arriving on October 20th! This release will focus on Skilling Helpers such as respawn timers, XP trackers and the introduction of our Client-Side Panel.

Here's a full list of what's coming with Drop 3:
  • New Side Panel
  • XP Tracker Sub-Panel
  • Slayer Helper and Task Streak Tracking
  • Respawn Timers (Ore and Woodcutting)
  • Improved Poison/Venom Info
  • Logout Notifier

Now, we know that a lot of you have been asking about the progress of new mobile features. We are delighted to say that it's going very well, and you can get a cheeky sneak peek in a few screenshots below. Please note: these screenshots are still a work in progress.

Opponent Information HUD & Attack Style Visual.


Slayer Helper & Tracker.


Here's the NEW Side Panel!


If you don't want it, that's fine too!


Combat with the Side Panel.


Cutting Logs with the XP Tracker Side Panel.


Agility Helpers.

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[h2]Group Ironman - Development Process[/h2]

by Mod Elena


Hi all! I’m Mod Elena, lead developer on the Group Ironman project. I’d like to share some of the project's history, as well as some insights into the design decisions that were made and the development process that we've been using.

Group Ironman is rapidly approaching its launch, after having been on the horizon for so long. The first design document for it was created in January 2018 – so there was talk of it more than three years ago! Back then we knew we definitely wanted to do it at some point, but we didn’t yet have the technology to do so. Clans had to come first, but now that's out the system for Group Ironman is nearly all in place.

I was left alone to start working on the design for the game mode immediately after Clans launched back in May. The very first thing I did was look at what others had done before me. There was various documentation about meetings and talks, and just general ideas of what the game mode should be. I kept most of it – scrapped some – and then went back to the drawing board. In my head I was trying to picture what the game mode means to me, and what I wanted it to be. I tried to imagine the core game loop of making a character, becoming part of a group and then competing within that group. Thinking about these things as a general high-level concept made the next steps very easy because I was left with a million questions, such as “how do I find players to group with?” and “how would groups make decisions fairly?”. I jotted down all the questions, and then proceeded to try to answer them all in a rough first draft of the design.

I quickly realised that I didn’t have all the answers myself. At a high-level concept, sure, I knew that Group Ironmen should have typical Iron-restrictions when interacting with players outside of their group, while at the same time acting as main-accounts when interacting with players within the group. But what I didn’t know were things such as “What happens when a player leaves a group?” or “How do we make sure no groups get an unfair advantage?”. I started conversations with groups of players and colleagues to really get to the bottom of it all. The discussions were incredibly valuable and shed light on aspects I hadn’t even considered – all helping me make more informed decisions.

Once I was satisfied with the design, I sent it around to the Juggernauts (my development team) for them to review. Their feedback was extremely valuable and I adapted the design further, before sending it around to the wider Old School team. The initial reaction was “Group Ironman is finally happening!”, followed by more constructive criticism for me to address. These feedback loops are common with projects like this. Usually we start development shortly after the design is finalised and all the internal feedback has happened. However, we were scheduled to do Deadman Mode before Group Ironman, so the Juggernauts put Group Ironman on hold and rallied around Combat Achievements and Deadman Mode first.

In the next few months while we developed other content, there was a lot of talk about the scheduling for Group Ironman. To help with scheduling, we always break down the project into different jobs that we then assign point values to in order to determine how big of a job it is. For Group Ironman, we had jobs such as 'Forming a Group' and 'Selecting the GIM mode'. We then estimated how much time each would take, and checked if we could fit it all in the time that we had left. Sadly, we could not. This meant we had to thoroughly assess each job and evaluate its importance. Do we really need it for launch? What value does the feature have? Where is our time best spent? These are all questions we had to ask ourselves as we tried to make the project as good as it could be in the available time.

In August 2021, the development finally started. The art team got a head start by beginning one sprint before the rest of us while we finished off the final touches on Deadman. That meant that when we began on development, there was already a bunch of assets such as new armour and a brand-new island waiting for us - The Node.

I’ve been in lots of talks with the engine team about how the HiScores should work, as well as exploring what we can do with Shared Storage. It’s something that I’ve been wanting to see in Old School ever since I started working on Clans in January, and I believe it will make a huge difference to Group Ironman gameplay. This is new territory and requires a lot of work, which is why it took us a while to figure it out. Luckily, the engine team figured out how to provide it, and I'm so excited to see us have Shared Storage for the launch of Group Ironman.

We currently have six content developers on the project (Mods Arcane, Ash, Husky, Mac, Tide, and myself). Having this many developers on the same project can be tricky, especially when we work on the same files. It’s kind of like trying to cram six people into a kitchen and telling them to prepare a meal together. It takes a lot of communication to make sure we don’t trip over each other.

A typical workday for me on Group Ironman starts with a morning meeting, where everyone on the project gets together to catch up. It’s very brief, and everyone says what they’ve been up to since they last spoke, and what they plan on doing next. It’s a good way of flagging any unexpected things that may come up so that we can identify and deal with issues early. I typically spend most of the rest of the day talking to different people to make sure things are running smoothly. Whenever there’s a question about the Group Ironman design, I am the go-to person. This could be from the marketing team making sure that their videos are suitable, artists wondering exactly how an asset will be used, developers checking if they’ve interpreted the design document correctly, and so on. When I’m not overseeing development or taking deep dives into engine code with Mod Boko to explore how we can make things work from a technical standpoint, I may finally get some time to code.

I hope you enjoyed the little peek behind the curtains on how development has gone down for Group Ironman! I've been writing most of this from my point of view, but know that with me is a large team of very talented and passionate people who are working very hard to make this project the best it can be. I can certainly say that everyone working on this project is extremely excited to see it launch, and we hope you are too. Group Ironman will arrive soon – and I will be playing it myself in my spare time. I hope to see you on The Node!

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[h2]Old School's Ins and Outs[/h2]

We've welcomed over 20 J-Mods since our last Gazette. How incredible is that? Several different areas of the team have grown and expanded - we are excited for the future of Old School and how the team is shaping up! A few of the new starters tell us a little bit about themselves below, but please make sure to give a warm welcome to the other members of the team: Mods Dibber, Dnz, Dylan, Grub, Ivee, Kirby, KT, Kurotou, Light, Matheus, Nylu, Sigma & Sova.


Mod Markos has joined as Executive Producer

Hi there, I'm Mod Markos! I've been at Jagex for some time including many years on RuneScape and a spell on Old School back in 2019.

I've played a fair amount of RuneScape over the years (although I'm still some way off being high level) and tend to gravitate towards questing for the storytelling and skilling because I love watching the numbers go up! Outside of RuneScape I tend to play a lot of open world RPGs and have been an avid gamer for as long as I can remember.

In my role I'm responsible for the general running of the game and am looking forward to working with the team and community on delivering lots of great, new updates over the coming years!



Mod Meat is our new Game Engine Developer

Hi players! My name is Mod Meat and I have just joined Jagex as a game engine developer on Old School RuneScape. I’ve been programming since I was a teenager and playing RuneScape for even longer, so the idea of working for Jagex is a dream job for me. I always played RuneScape free-to-play as a kid and only recently got back into the game during lockdown, so I’ve been loving exploring all the old and new content that I missed out on. My favourite thing about the game has to be the hilarious and quirky humour. I recently did the Cold War quest and I think it’s the most I have ever laughed while playing a video game (who knew 'The Thing' from Sheep Shearer was just two penguins in a sheep suit?). I’m looking forward to developing our engine to support all the great new content coming up, and I hope you all enjoy it as much as I do.


Mod Regent is our new Producer

My name is Mod Regent, I am the new producer working on the Old School team. I have in games for nine years now, having previously worked in indie (Freejam) then in triple-A (2K) and now I have the opportunity to work with the incredible team here at Jagex. Having played RuneScape since 2004, it was always a childhood dream to work here, and not one I thought would ever happen.. but 17 years later here I am! I have never really been able to quit RuneScape and when they announced Old School in 2013, I couldn’t wait to jump back into the game and have been playing ever since.

It is an incredible privilege to work with the team here and I look forwards to helping them develop all of the incredible content we have planned - made doubly exciting as I get to play it all after!



Mod Con is our new Junior QA Analyst

Hiya, I am Mod Con. I am happy to say I am joining Jagex as a Junior QA Analyst on the Old School team! This is my first proper experience with the games industry, having been a student from 2020. The games experience I do have comes from my studies and making my own projects in my free time. Oh and playing them, of course (stuff like MMOs, platformers, adventure games, RPGs etc). I haven’t had much time with Old School but I'm having a lot of fun with it (loving the humour of the quests and the chill nature of just playing the game). But I've heard lots about the game throughout the years, which makes me glad that I get to help test such an iconic MMO.

I am excited to start testing the game with all the upcoming content, helping the devs out and helping ensure bugs are tackled so you the players can continue to enjoy the game and have fun. :)



Leadership Livestream Summary Blog: 23rd September



Yesterday's live stream was a big one. A leadership presence on the streams was well overdue. Mods Ayiza, Kieren, and Sween were joined by Mod Markos - Old School's new Executive Producer. In this stream we sought to give you some insight into concerns you've had for a while now, like resolving the Deadman issue and our next steps, what we're doing with the Duel Arena, the release schedule of game content and permanent content versus game modes and seasonals, Account Security upgrades, botting, and other rule-breaking. There were also some new announcements! In addition to the content announced at the Summer Summit, we're also working on a port of Nex from RuneScape to Old School, and we're going to be paying close attention to the health of the game economy. Check out the video to watch it or skip below to read the summary!

[previewyoutube][/previewyoutube]

00:01 - 1:58 Livestream introduction

Introduction and chit-chat. Kieren found a kitten!

1:59 - 6:43 Mod Markos introduction

Mod Markos is Old School's new Executive Producer. His main responsibility will be to ensure that the Old School team have everything they need to deliver great game content. He has been at Jagex for many years, and served on Old School RuneScape as interim Executive Producer in 2019 (as well as supporting Old School's original release way back in 2013!).

6:44 - 8:51 Announcements

The Group Ironman poll passed and there's a summary blog for you to go and read! This week's update brought the first Wilderness changes. And Leagues is returning! Shattered Relics, the third League, is arriving in early November. Check out the Rewards blog, which brings us to...

8:58 - 16:16 Leagues III Rewards

An overview of the proposed Shattered Relics rewards and accompanying discussion around the thematic and the League.

16:17 - 18:26 Mod Markos' First Priorities

He wants to really dig into solving outstanding promises and long-time concerns for players as his first priority. This is explored further later in the stream!

18:27 - 25:56 The Group Ironman Poll and Polling generally

The team discuss the outcome of the poll, motives for voting, why the development was so far underway before polling began, and then polling generally. Sween rambles a lot, but viewers seemed to enjoy what was said.

25:57 - 31:15 The Deadman Finals and Next Steps, and the future of Deadman

The team explain that they're working toward the prospect of a re-run of the Finals event, but there's a need to investigate content, engine, and network changes before we can announce anything. The future of Deadman is tied into the re-run.

31:16 - 37:00 Wilderness changes and its delay

Ayiza and Kieren discuss why the Wilderness changes, proposed many months ago, were delayed.

37:01 - 39:20 The HD Decision and Reversal

The team discuss the decision (and how bad it was), and what they're going to do to rectify this in future. Working closely with third-party developers and players is key to ensuring this doesn't occur again.

39:21 - 42:07 The Duel Arena

Sween announces that, in the long-term, the Duel Arena will be replaced by more engaging content, pending design and development, but in the interim there'll be changes coming to mitigate its issues, like the introduction of a cap on stake amounts. There is more information on the way in October.

42:08 - 43:20 Botting and Cheating

The team discusses the improvements being made to the Anti-Cheating Team, as well as offering players more report options for different types of rule-breaking. There's more focus on preserving the integrity of things like boss HiScores.

43:21 - 45:29 Real World Trading

Sween announces that in addition to maintaining the current approach of prioritising action against gold/service sellers, there will also be action taken against gold/service buyers. More news will come in October.

45:30 - 46:46 Account Security

Markos will be chasing the status of the Account Security changes as a matter of priority. He acknowledges that it has been too long since the blog which promised changes.

46:47 - 47:50 Permanent Content versus Game Modes or Seasonals

The team discuss the importance of different modes and seasonals, but acknowledge that the release order isn't ideal. Group Ironman was originally meant to come before Deadman. In an perfect world there would be a big gap between Deadman and Leagues.

47:51 - 52:33 The Return of Nex!

The team announce that they have been exploring the prospect of bringing back Nex to Old School, with changes made to make it fit the game. More information will come in October, ahead of a Rewards Beta test.

52:34 - 56:38 The Game Economy

The team will be paying very close attention to the game economy in the coming months. Ahead of a blog in October, the team discuss that they have hired game economists to advise them, and that one avenue they'd like to explore is the prospect of a Grand Exchange tax which will see taxed gold used to then remove some items from the Grand Exchange to ensure that prices remain the same. There are other gold sinks coming too.

56:39 - 59:37 The Current Release Schedule (Deadman into Group Ironman into Leagues)

This was touched upon a bit earlier. Again the team acknowledges that it isn't ideal, and explain why it is how it is.

59:38 - End The Growth Of The Old School Team And Amount Of Content

The team discusses the belief that despite its growth, there is less content making its way into game. The team acknowledges that this perception is valid, but that there's a lot of under the hood rewrites and updates being undertaken this year. The new J-Mods need to be trained, which is a resource drain in the short-term but is one that will benefit the game in the long-term. The team want to ensure that the release schedule going forward in 2022 and beyond offers players value for their membership.

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That's it! Going forward we'd like to offer these types of summaries for all Leadership Livestreams. You'll be able to join the team again in October for another of these, and in the meantime don't miss out on the normal weekly J-Mod Q&As!

The Old School Team

Leagues III - Shattered Relics Reward Poll Blog



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[h2]Leagues III - Shattered Relics Reward Poll Blog[/h2]

You’ll notice that this year, we’re not giving away too much information around the Shattered Relics League. This is intentional! This League is set to be our most open and versatile one to date, and we feel that sharing too much information ahead of the release could take out a lot of the excitement of the unknown.

You’ll have to master the new Relics system in which the Relics themselves have been shattered across Gielinor by a mysterious and powerful Magic user. Throughout your journey you’ll earn Fragments of these Relics, which when combined unlock different powers and benefits that tailor to your playstyle. Experiment with this highly versatile system and unlock great powers like no other!

Much like previous Leagues, you’ll complete tasks that reward you with points. A big twist of Shattered Relics is that rather than progressively unlocking areas as you did in Trailblazer, you’ll instead have to unlock individual pieces of content such as skills, bosses and auto-completing quests. Complete tasks and unlock the content of your choice!

The points you earn will be transferred over to the main game once the League ends to unlock exclusive rewards! At this point you’re probably wondering what prizes you can look forward to as reward for your rapid RuneScaping? Well, today we’d like to share a few of our ideas.

We'd like for this poll to run from September 29th to October 5th, and your feedback will ensure that the rewards fit the achievements in our most open and versatile League yet! Please read this post carefully and let us know what you think.

Leagues III - Shattered Relics is due to launch on November 3rd!

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[h2]Returning Rewards[/h2]

Before we get going, here’s a reminder of the classic rewards we’ve offered in all previous Leagues. These goodies will continue to feature as rewards in Leagues III.


Shattered Relic Hunter Outfit

As long-time League-ers will know, each League has its own themed outfits, offered in three tiers. The more points you accumulate, the higher tier of outfit you’ll access. Naturally, you get more flair in your fashion at the higher tiers! Each outfit also has an emote related to the theme of that particular League. We’ll once again be offering some great new themed outfits for Leagues III!

The Shattered Relic Hunter Outfit, as seen in-game.


Poll Question #1
Should the Shattered Relics Outfit, a cosmetic armour described in the blog, be added to the Leagues Reward Shop? This will consist of three tiers of cosmetic outfits that represent the League.


Shattered Relics Home Teleport Animation

Once you’re done jet-setting all over Gielinor, won’t it be nice to click that friendly blue circle and head back home? And wouldn’t it be even nicer if you had a funky home teleport animation to do it with?

Well you’re in luck, ‘cause that’s what this little scroll will teach you to do! Once you’ve learned the trick, your home teleports will look a little different. Instead of drawing a chalk circle, you’ll place down some Relics, and before you know it you’ll be clawed back home.

The Shattered Relics Home Teleport Animation, as seen in-game.


Poll Question #2
Should the Shattered Relics League Home Teleport Animation, as described in the blog, be added to the Leagues Reward Store?


Player Owned House

You may remember that with the first League, we added the League Hall to Player Owned Houses. This became a hub for players to reminisce over past Leagues, keep an eye on their rankings and gloat over all the rewards they had unlocked during their adventures. We’re going to carry on this tradition with Leagues III, with the addition of these classics.


Leagues Banner

Show your support for your favourite League (so far) with this themed banner! The banner is wearable, though if you don't fancy using up a main-hand slot, it can be proudly displayed in your Player Owned House via the Leagues Hall.

The Shattered Relics Banner, as seen in-game.


Poll Question #3
Should the Shattered Relics League Themed Banner, as described in the blog, be added to the Leagues Reward Shop? This item will be like the Trailblazer League banner and held in the main-hand slot.


Leagues Trophy

Show off your skill and dedication to the League with untradeable trophies ranging from Bronze to Dragon! The trophies can be held in the off-hand slot (aside from Dragon, Rune and Adamant, which are two-handed) and will have a unique emote that you can access by right clicking them. Don't want to make them a part of your fashionscape? Save your hands from the heavy lifting and store them in your Player Owned House via the Trophy Case.

The Shattered Relics Trophies, as seen in-game.


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[h2]New Rewards[/h2]

So, what’s new? In Leagues III we want players across all playstyles, tiers and ages to access some ace bounty. We also want these goodies to be the kind of kit you can keep using for years to come, like the classic Twisted Slayer Helmet and Graceful Outfit recolour of Leagues past. With these goals in mind, we’ve come up with some new ideas, and we’d love to hear your feedback. Let us know what you think:


Weapon Variety Pack

The Weapon Variety pack is our way of providing a selection of cosmetic items suited to different players. The Abyssal/Tentacle Whip, Rune Crossbow, God books and Mystic Robes have a range of level requirements to appeal to a wide range of different players. The Rune Crossbow is a staple for beginner accounts before receiving the Blowpipe, and continues to have a great variety of uses from then onwards – in contrast, the Abyssal/Tentacle Whip is a mid-to-late game weapon that we see players using from the moment they unlock it, right until the very latest stages of the game. God books offer a great variety of stats and bonuses, finding use far beyond the ability to bless silver symbols or perform wedding rites. The Mystic Robes, meanwhile, are a stand-alone magic item that appeals to most players, without having too much lore attached to it that could cause problems in the future. We wouldn’t want to break the lore!

Each kit would be applicable to one item, so you would need to score four kits to transform all four items. What do you think?

The Shattered Relics Abyssal Whip (left) and Tentacle Whip (right), as seen in-game.


The Shattered Relics Rune Crossbow, as seen in-game.


The Shattered Relics God books, as seen in-game.


The Shattered Relics Mystic robes, as seen in-game.


Poll Question #4
Should the Shattered Relics League Weapon Variety Pack, as described in the blog, be added to the Leagues Reward Shop? This item can be used on the Abyssal/Tentacle Whip, Rune Crossbow, God books and Mystic Robes to create cosmetic Shattered Relics themed versions of the item. One kit is needed for each item converted.


Dwarven Multicannon Ornament Kit

The Dwarven Multicannon is an interesting item. It’s expensive to operate, but packs a hefty punch, and can greatly speed up those Slayer tasks! The advantages are obvious: it can be used at the very start of the game as the quests required to unlock it are pretty low level. It then remains viable right up to 99 Slayer.

We reckon that an ornament kit for the cannon would give it a fresh look. One design we might consider is the original eight-barrel cannon from classic RuneScape (which we’ve seen you requesting a few times on Reddit and Twitter). Thoughts?







The Shattered Relics Dwarf Multicannon concept art.


The Shattered Relics Dwarf Multicannon, as seen in-game.


Poll Question #5
Should the Dwarven Cannon Ornament Kit, as described in the blog, be added to the Leagues Reward Shop? This kit can be used on the Dwarven Multicannon to create a cosmetic themed Shattered Relics version instead.


Void & Elite Void Ornament Kit

Void is a perfect reward for Leagues III because it already fits with Melee, Range and Magic combat thanks to the different Helmet types. Plus, the Void and Elite Void variants are both great for mid- and late-game players, with excellent usage in PvM throughout. A snazzy Leagues-themed recolour to these outfits could be the perfect reward for speedy ‘Scapers. Let us know what you think!

The Shattered Relics Void Knight Armour (top) and Elite Void Knight Armour (bottom), as seen in-game.


Poll Question #6
Should the Void & Elite Void Ornament Kit, as described in the blog, be added to the Leagues Reward Shop? This kit can be used on the Void & Elite Void Knight Armor to create cosmetic themed Shattered Relics versions instead.


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As always, we welcome your thoughts on this poll blog, and we’ll be making adjustments as feedback rolls in. Check the changelist at the top of this blog for the latest updates!

Discuss this blog on our official forums, the community-led 2007Scape Reddit, or the community-led OSRS Discord in the #leagues channel. For reference on the above content, check out the official Wiki.

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The Old School Team

Group Ironman Poll Summary Blog



The Group Ironman poll is now closed and given that it is the most-voted-on poll in Old School's history, as well as how spirited a lot of the sentiment and discussion around the poll (and the poll system itself) has been, we felt that it'd be beneficial to offer a transparent summary of the poll outcome. If you like this type of information-sharing we'd be happy to do something similar for other polls in the future. We'd also like to thank the 141,510 players who took the time vote in this poll.

Before we look into the voting itself we wanted to answer a few questions related to the poll.


Why even poll this game mode?

It's content that directly interacts with the main game, rather than something outside of it like Deadman or Leagues (though we do poll Leagues rewards!). Ironman (along with Ultimate Ironman) and Hardcore Ironman were both polled in the past (passing with 76.3% and 85.7% respectively) so there was a clear precedent to follow.


Why does the poll question include the phrase 'as described in the blog'?

This is included for two reasons, first to guide players to the blog to ensure that they know exactly what they're voting for since we can't include all details of the design in the question, and also to make it clear that we wouldn't deviate from the design after it has been polled. This is generally a standard in all poll questions, check out polls from this year for Below Ice Mountain and Shooting Stars to see. This does not mean that we would have ignored the poll result and added it in anyway with slight differences.


Why did you poll it so close to the proposed release date and so far into development?

This isn't something we'll be repeating again. The truth is that a lot of the under-the-hood work began a long time ago to allow us to do things like Clans. The last elements of the content design were finalised recently, and so the blog and poll came later than we would have liked. In hindsight we could well have polled Group Ironman as a general concept, stating that we'd be polling things like storage, grouping, and Prestige at a later date.


Were you going to add Group Ironman if it didn't pass the poll?

No, we would have respected the poll result. As with many other polls which fail we would have reviewed the result, the feedback, and would have considered revising the design with potential to re-poll.

Now, let's get into the poll itself:


A graph showing the cumulative vote percentage over the course of the poll.


A graph showing the cumulative numbers of votes over the course of the poll.


A graph showing the number of hourly votes over the course of the poll.


A graph showing the account status (Ironman or not) of voting players.


In the above images you can get an idea of player voting habits during the poll. The vote percentage remained generally consistent at around 83-84% Yes before the Deadman Final issues on Friday evening, and 79-80% thereafter. Immediately following Deadman you can see the amount of No votes overtake the amount of Yes votes for a short but sustained period. It's normal to see the number of votes begin to dwindle towards the end of the poll as most players have already cast their vote by this point. You'll notice there's a spike in activity at around midnight each day (for both Yes and No vote), that's because the daily reminder to vote resets at that time. You can also see that the poll was largely driven by 'main' accounts, with Ironman accounts accounting for just under 5% of voters.

That's it from us. We'd like to extend another heartfelt thanks to the 141,510 players who voted in this poll, and we're very excited to see you on the Node on October 6th with Group Ironman's release! Did you enjoy this type of poll summary? Are there other bits of voting information you'd like to see? Let us know!


The Old School Team