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Deadman Reborn: Finals Re-Run



It's been a while since we last spoke about Deadman, and for that, we apologise. We've been hard at work putting together a solution that might allow us to re-run the Deadman Reborn finals, which were severely impacted by lag on Friday, September 17th as a result of direct network attacks.

Deadman demands so much from its competitors, and to see all that terrific effort wasted was truly heartbreaking. We are determined to do right by affected players, and today, we're very happy to announce that it's likely we'll be able to re-run the event!

We've begun work on a solution that will improve our mitigation against direct network attacks, which is due to be ready early next year. With this in mind, we'd like to schedule a beta for the Deadman Reborn re-run sometime around January, with the full re-run to follow shortly after.

We'll provide a firm date closer to the completion of the mitigation work - we just wanted to ensure that you're all kept in the loop. It's important we highlight that whilst we're confident in our solution, there is still a chance that unexpected problems will crop up - and of course, they'll need fixing before we can officially re-run the finals.

We appreciate that you've all been waiting patiently for some time already, but we feel it's vital for you to have confidence in our ability to deliver a smooth event, free from issues, before we fully commit to a re-run.


What's the plan?
  • We intend to host a beta of the Deadman Reborn finals re-run in January (exact date TBC).
  • We will only be inviting those who participated in the Deadman Reborn Finals on Friday, September 17th.
  • The goal of the beta is to verify we have the correct savegames for when the Finals took place, so all participants have the exact same gear and levels they worked so hard for ready and waiting for them in the official re-run.
  • We also intend to test some additional bug fixes for some of the more minor issues encountered during the previous Finals.
  • An official re-run will follow the beta. Please note that there may be issues that need fixing between the beta phase and the live event.
  • Each participant will be given membership on their invited account to ensure they're able to participate in both the beta and the official re-run.


We’d like to apologise to all Deadman participants once more, thank all our players for your patience and continued support whilst we've been working to make this re-run a possibility.


The Old School Team

Old School Economy - Future Plans



Whether you're selling your PvM drops, stocking up for your next PKing trip, or simply in the market for skill-boosters, the economy underpins everything in Old School for non-Iron players. It might sound a little dry, but it’s actually pretty interesting to think about how it all works and, we reckon we have some pretty good solutions for keeping it healthy and improving your game experience – including more Bank space! Read on and we’ll explain.

First things first: how does the economy work in Old School?

Well, item prices are dictated by players, and they fluctuate based on the number of coins available in the game. Essentially:

  • If there is more gold coming into the game than there is leaving, then we experience inflation. The value of gold falls, so items cost more to compensate.
  • If the demand for an item goes up, it will rise in price. If the supply of an item is higher than the demand, prices go down.

Being a very financially literate lot, you’ve been asking us to pay close attention to the game's economic health – so we went and hired some actual real world economists to help us! We had a really good series of discussions with them, and today we're going to talk about our findings.

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[h2]Grand Exchange Tax[/h2]

The Grand Exchange is OSRS's auction house and the vast majority of player-to-player trades take place here. It is currently untaxed, but to help remove wealth from the game and slow the rate of inflation, we'd like to explore taxing items that are sold on the Grand Exchange. You know what they say - in Old School nothing is certain... except PKing and taxes.

We’re thinking of adding a tax amount of 2% that would be removed from the final sale value. This means there would be no change to what the buyer pays, as the tax cost is always passed on to the seller.

In the case of selling multiple stacks, the tax would be applied per item sold, rather than the total received.

The Grand Exchange interface would be updated to clearly show how much tax the seller would have to pay if their sale is successful – so don’t worry about hidden costs!

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[h2]Item Sink[/h2]

While the introduction of a Grand Exchange sales tax helps reduce the amount of gold in-game, it doesn't reduce the number of items available.

Old School RuneScape generates many of its most prestigious items via loot from bosses or raiding dungeons. The rate of these items entering the game depends on the number of people playing that content. Many encounters within Old School are instanced, meaning that the number of players is unlimited (it's not even capped by the number of game worlds available). This can lead to more items coming into the game via drops than there are actual players to use them!

Old School has almost no mechanisms whereby such items may be removed from the game. Some items have very specific situations that delete them, such as the Abyssal Tentacle, which consumes whips. But this only sinks very specific items, so it’s not a scalable solution.

We can use items as payment for in-game fees. For example, Death's Coffer allows players to sacrifice any tradeable item worth more than 10,000 coins, adding their value plus 5% into a coffer that can pay down certain in-game fees. This can work for any item in theory, but in practice, the fees in the game are so low that players need never sacrifice any high-end items like this.

With the introduction of a Grand Exchange tax, there is a huge opportunity to introduce effective and scalable item sinks. How will we achieve that? Well, we could use the tax collected from Grand Exchange sales to purchase items from other players with the simple intention of deleting said items once the purchase is complete.

Essentially, rather than just deleting the coins that are taxed, we can 'spend' them on buying items off players – and then delete those items. This doesn't need to be the case for every item in the game, of course – we’d have the flexibility to pick and choose.

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[h2]How does it work?[/h2]

When a taxed trade takes place through the Grand Exchange, we'd allocate an amount of wealth from those taxes to a virtual coffer. This coffer would be used to fund the purchase of specific items that's chosen by us and based on the estimated quantity of the item entering the game per day and the amount we'd like it reduced.

This is what would happen when a player creates a Sell offer for an applicable item:

  • If the virtual coffer's funds are below a specified item's value, we do not interfere because we can't afford to buy the item. The player's Sell offer is created normally on the Grand Exchange.
  • If we've already removed the required amount of items for the day, we do not interfere because we don't want to create supply issues. Again, the player's Sell offer is created normally on the Grand Exchange.
  • If the virtual coffer has enough funds, and the number of items removed for the day hasn't yet hit the limit, then instead of creating a Sell offer, we delete the item, and immediately pay the player a number of coins (minus the Grand Exchange's tax).

Here's what we’re thinking of adding to the Grand Exchange tax item sink:

  • Spectral and Arcane Shields
  • Nightmare Staff and Orbs
  • Twisted Bow, Elder Maul, Kodai Insignia, Dinh's Bulwark, Prayer Reward Scrolls
  • God Swords, Armadyl Armour, Bandos Armour, Saradomin Sword, Zamorakian Spear
  • Abyssal Bludgeon
  • Kraken Tentacle, Trident
  • Dark Bow
  • Smoke Battlestaff, Occult Necklace
  • Toxic Blowpipe

Note: this list is not final and is subject to change. Are there any other items you think we should add? Let us know via one of the feedback links at the bottom of this post!

Now you've seen the detail, it's important we highlight our intentions with these changes before moving on. The economy plays a crucial role in Old School and ensuring it remains healthy is integral to the future health of the game. As such, we do not intend to poll the introduction of Grand Exchange Tax or the Item Sink inclusion, as we consider these changes a matter of integrity. However, as always, we'd love to hear your feedback on how the two systems might be improved!

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[h2]Additional Bank Space[/h2]

We're always asked about increasing the size of the Bank. In the past, we've been held back by technical constraints, but we have good news - following some game engine changes, we've been carrying out tests and we can now increase it. By a lot... Huzzah!

The current bank size is 800 for P2P and 400 for F2P. However, eight extra spaces are given for having a bank PIN and a further eight for enabling an Authenticator. So technically the maximum Bank size is actually 816. However, with this potential update, the maximum size could be increased to 1,200. That’s a big leap!

You would be able to go to any Banker and pay them for additional Bank space. Bankers will sell Bank space in blocks of 40, with each block costing more than the last. You'll of course be able to buy multiple blocks of space in one go if you’re feeling flush.

Buying Bank space would be a non-refundable and permanent unlock.

Let’s look at the cost of each Bank space block:

Block
F2P Bank Space
P2P Bank Space
Cost (Coins)
1
440
840
1,000,000
2
480
880
2,000,000
3
520
920
5,000,000
4
560
960
10,000,000
5
600
1000
20,000,000
6
640
1040
50,000,000
7
680
1080
100,000,000
8
720
1120
200,000,000
9
760
1160
500,000,000
Total
888,000,000


With all of the above, there are still 40 Bank spaces left over. As before, these extra spaces will be given for having a Bank PIN and an Authenticator. However, it’s not just eight spaces for each – now it will be 20. Much space! Very roomy!

Poll Question #1:

Should it be possible to purchase additional bank space at the cost of Coins as described in the Economy blog? It would be possible to purchase up to a total of 400 additional bank spaces. If this question passes, we'll also increase the amount of bank space given for having a Bank PIN and an Authenticator from 8 to 20 each respectively. With all bank slots purchased, the maximum storage space available would increase from 816 to 1,200.


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[h2]Literal Gold Sink[/h2]

Yeah, so the gold sink is quite literally… a Golden Sink.

We know how much you love to show off your wealth. What better way to showcase how deep your pockets run than by adding a sink made of gold into your Player Owned House?!

Mounted coins
100.1m
Crystal throne
14.7m
Demonic Throne
24.5m
Most gilded furniture
~200k
Marble furniture
~400k


Poll Question #2:

Should it be possible to create a Golden Sink that is mountable in your Player Owned House? The Golden Sink would require 47 Construction to create and costs 10 Condensed gold, 5 Gold leaf and 5 Mahogany planks to mount. If this question passes, Condensed gold would be added to the Keldagrim stonemason shop, costing 10,000,000 coins each.


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Thanks for reading – we hope you find it interesting, and we think this is going to make a big difference to the economy of Old School RuneScape. Let us know what you think!

Mods Arcane, Archie, Argo, Ash, Ayiza, Banjo, Boko, Brow, Bruno, Con, Curse, Daizong, Deagle, Dibber, Ditto, Dylan, Ed, Elena, Ellie, Errol, Fed, Gecko, Grub, Halo, Havik, Hornet, Husky, Jndr, John C, Kandosii, Katies, Kieren, Kirby, KT, Kurotou, Lenny, Light, Lottie, Mack, Matheus, Maylea, Markos, Meat, Morty, Nasty, Nin, Nylu, Oasis, Peppers, Regent, Redfield, Roq, Ry, Sarnie, Sigma, Skylark, Sova, Squid, Steve W, Tide, Veda, Vegard, West, Wolfy & Zuko

The Old School Team

Android Beta Signup & Small QoL Changes - Weekly Game Update (November 3rd)



This week, we bring you the Mobile Beta Signups, an update on the Duel Arena and some smaller QoL changes.

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[h2]Android Beta Signup[/h2]



Whether you're a casual couch gamer or a full-time hardcore player, we want to make sure your mobile experience is the best it can be - so it’s time for Old School on Mobile to get an upgrade!

With last year's Steam Client release, we've been able to implement features that take Old School to new heights, with three drops of new and exciting features that enhance gameplay. We'd like to push these to the mobile platform.

This means between November 24th and December 8th you’ll be able to get your hands on awesome features like:
  • Buff Bars
  • Fishing Spot Indicators
  • HUD Improvements (NPC Information & Combat Styles)
  • Agility & Slayer Helpers
  • Chambers of Xeric Helper
  • Woodcutting & Ore Respawn Timers
  • Increased Draw Distance
  • Navigation Tile Indicators
  • Chat Improvements
  • And more!

In order to participate in the Android Beta you’ll need to fill out the Android Beta Form and supply the following details:
  • Google ID
  • RSN
  • Discord ID (NAME#0000)
  • Your main device and any other devices you play Old School on
  • The platform you play Old School on the most
  • The main activities you complete whilst playing on Mobile

Successful applicants will only be contacted through their account mailbox. Please be aware of potential mobile phishing scams.

Once the Beta has been made live, any further communication will be made through the official Old School RuneScape Discord in exclusive channels (#AndroidBetaAnnouncements, #AndroidBetaBugs, #AndroidBetaFeedback & #AndroidBetaGeneral).

So what are you waiting for? Register your interest today!

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[h2]Duel Arena Update[/h2]



As we said in our previous blog, we're looking to phase out the Duel Arena completely. In 2022, we plan to replace it with more engaging and enjoyable content in an effort to address the RWT and toxic behaviour that surrounds the arena.

While we're not quite ready to share our plans just yet, we can confirm that the limit to stake values we discussed in the blog will be implemented on November 17th. After this date, it will not be possible to stake values of more than 10million GP per duel.

This change will occur in both RuneScape and Old School RuneScape. Because the games have different update schedules, RuneScape will implement their own staking cap a little earlier, on November 8th.

We're also adding two new presets based on settings players commonly use for 'whip duels' and 'boxing duels' - this should make it easier to see whether you have the options you expected, and make scamming more difficult. These are just presets of the players' existing settings and do not specifically enforce the use of a whip in a preset 'whip duel'.

Thank you for your patience in this matter while we continue to look for more ways to maintain the integrity of the game.

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[h2]Other Changes[/h2]
  • The Amulet of Avarice now gives +20% Accuracy and Damage versus Revenants.
  • On Deadman Worlds, players unnoting noted items by using them on a Bank Booth will now experience a short delay before they can eat food or drink potions, matching the delay triggered when closing the Bank screen.
  • Thanks to the timely intervention of a pair of terrifying ghosts (and their very capable assistant, Death), the Edgeville Monastery has been saved, and the monks have stopped protesting outside Varrock Palace.
  • The Global Best Times for Floors 1 and 4 of the Hallowed Sepulchre have been reset, as they were only accomplished via bug abuse. The bug in question has been fixed.
  • A “Yes, and don’t ask again” option has been added to item reclaim chests when coins are used to unlock them at bosses like The Nightmare and Vorkath.
  • Barlak now explicitly warns players if they’ll miss out on his XP due to having low stats.
  • The Tackle Box can now be taken into areas with restrictions such as Glarial’s Tomb, provided that its contents also pass the restrictions.
  • The Seed Vault’s capacity has been increased.
  • The Basilisk Jaw now has a buy rate limit for Grand Exchange purchases, to discourage players from monopolising them.
  • The permanently empty Amethyst vein in the Mining Guild has been replaced with a blank wall.

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[h2]PvP World Rota[/h2]

The PvP rota has moved to Period A:
  • 539 - (US) - PvP World
  • 548 - (Germany) - High-Risk PvP World
  • 577 - (US) - Free-to-Play PvP World
  • 559 - (UK) - LMS Competitive
  • 390 - (AUS) - LMS Competitive - world becomes active with this rota.

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That's everything for this week's game update. We'd love to hear your feedback so please let us know what you think via our official forums, on the 2007Scape Reddit, the Steam forums or the community-led OSRS Discord in the #gameupdate channel.

Mods Arcane, Archie, Argo, Ash, Ayiza, Banjo, Boko, Brow, Bruno, Con, Curse, Daizong, Deagle, Dibber, Ditto, Dylan, Ed, Elena, Ellie, Errol, Fed, Gecko, Grub, Halo, Havik, Hornet, Husky, Jndr, John C, Kandosii, Katies, Kieren, Kirby, KT, Kurotou, Lenny, Light, Lottie, Mack, Matheus, Maylea, Markos, Meat, Morty, Nasty, Nin, Nylu, Oasis, Peppers, Regent, Redfield, Roq, Ry, Sarnie, Sigma, Skylark, Sova, Squid, Steve W, Tide, Veda, Vegard, West, Wolfy & Zuko

The Old School Team

Revenant Caves and Deadman Changes - Weekly Game Update (October 27th)



A number of changes to the Revenant Caves and Deadman Worlds headline the updates heading to Old School this week.

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[h2]Revenant Cave Changes [/h2]



We know that the other changes discussed in the Wilderness Changes Blog are highly-anticipated and long-awaited updates, and fear not - this update is just the first of many upcoming changes involving the Revenant Caves.

It’s regrettable that we haven’t been able to bring you these tweaks sooner, as features like Loot Keys and Wilderness Bosses are going to be very exciting for the Wilderness. Unfortunately, these features will now not appear in-game until 2022, for which we apologise.

Other features, however, are already being looked into. The next update from this batch will include the Wilderness Slayer Caves improvements and the introduction of a PJ Timer throughout the Wilderness for both players and NPCs. We don’t yet have a concrete date, but we’ll update you as soon as we have news to share.

We've made the following changes to drops in the Revenant Caves:
  • The number of Revenant cave teleport scrolls dropped has been increased from 1 to between 1-10.
  • Revenant loot tables now have an extra chance to drop Blighted items in addition to their normal loot.
  • Multiple item drops will now appear in greater quantities.

To help balance out the risk vs reward aspect of the caves following our rebalancing efforts, most drops from Revenant NPCs are no longer noted unless you have an Amulet of Avarice equipped.

We’ve also changed how Revenants heal:
  • They now have a cooldown that begins once they have healed, preventing them from healing again for 15 cycles (9 seconds).
  • They are now guaranteed a heal whenever they attack while they're below half HP, so long as their heal is ready and not on cooldown.
  • They can only heal themselves a total of 8-36 times before being unable to heal again.

Lastly, we've doubled the number of Revenants found throughout the caves, and defeated Revenants will now respawn 33% faster than they did before... Happy hunting!

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[h2]Deadman World Changes [/h2]

This week also brings a number of changes to Deadman Worlds.

  • Firstly, for an hourly fee Deadman players may now access the dwarves who operate the Blast Furnace.
  • Speaking of minigames, Pest Control (and all its rewards) are now accessible when starting with a minimum of just five players.
  • When closing the Bank, players are now blocked from eating food or drinking potions for a couple of ticks. You may remember this rule from previous Seasonal and Tournament Deadman Events.
  • Players will also now be able to pack certain items (such as Multicannons) into sets via the clerks at the Grand Exchange. Please note that such packs cannot be placed in Safety Deposit Boxes.
  • The Emblem Trader in Edgeville now offers Blighted Spell Sacks in his shop. These can be used to cast spells anywhere in the Deadman Worlds.
  • Players who die during PvP may now lose 10% XP in their unprotected skills. PvM deaths for unskulled players are not affected.
  • Various Rune and Archery Shops should now restock faster, much as they do in Seasonal and Tournament Deadman Events.
  • Skulled players entering guarded zones will no longer be frozen. Instead, the guards will express their frustration by shouting at you loudly whilst attacking you with damage that ramps up over time.
  • On the topic of safe and unsafe zones, Deadman players will no longer be able to flee into the Gauntlet in the middle of combat.
  • Lastly, when killing NPCs in the Wilderness, players now have a small chance to receive Vesta’s Spear, Vesta’s Longsword, Statius’ Warhammer, 50 Morrigan’s Thrownaxes, 50 Morrigan’s Javelins, or Zuriel’s Staff. The drop chances will be lower than they were during Seasonal and Tournament Deadman Events.

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[h2]Other Changes [/h2]

  • Fixed an issue where players leaving The Node occasionally had a red or blue dot stuck under their character that prevented them from entering the Rogues’ Den.
  • Trying to access Group Storage when it’s already in use will now prompt a message indicating who is using it and on which world.
  • The ‘Close’ button in the Group Storage interface now saves and closes the interface.
  • Ugly Halloween Jumpers now protect you from the cold at Wintertodt, as other warm items do. Snuggly and spooky!

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[h2]PvP World Rota [/h2]

The PvP rota has moved to Period B:

  • 560 - (UK) - PvP World
  • 579 - (US) - High-Risk PvP World
  • 561 - (UK) - Free-to-Play PvP World
  • 580 - (US) - LMS Competitive

World 390 (AUS) for LMS Competitive has been de-activated with this rota.

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[h2]Official Merch Store Update[/h2]

Time for a treat! New October lines have arrived at the Official Merch Store.

First up, celebrate the season with this Limited Edition Halloween Mask Pin Set, or crack open a cold one with the all-new Wizard’s Mind Bomb and Beer Fridge Magnet Bottle Openers.

Was that cold one a mite too chilly? Then bring on the heat with the restocked Jad and Obsidian Shield Pins and Obsidian Cape Keyring.



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That's everything for this week's game update. We'd love to hear your feedback so please let us know what you think via our official forums, on the 2007Scape Reddit, the Steam forums or the community-led OSRS Discord in the #gameupdate channel.

Mods Arcane, Archie, Argo, Ash, Ayiza, Banjo, Boko, Brow, Bruno, Con, Curse, Daizong, Deagle, Dibber, Ditto, Dylan, Ed, Elena, Ellie, Errol, Fed, Flippy, Gecko, Grub, Halo, Havik, Husky, Jndr, John C, Kandosii, Katies, Kieren, Kirby, KT, Kurotou, Lenny, Light, Lottie, Mack, Matheus, Maylea, Markos, Meat, Morty, Nasty, Nin, Nylu, Oasis, Peppers, Regent, Redfield, Roq, Ry, Sarnie, Sigma, Skylark, Sova, Squid, Steve W, Tide, Veda, Vegard, West, Wolfy & Zuko

The Old School Team

Leagues III - Delay Comms



After much discussion and deliberation, we've made the difficult decision to delay the launch of Leagues III: Shattered Relics until January 2022.

While we're confident we'd be able to support a November release as the content is almost ready for launch, we've heard everything you've had to say about the timing between Group Ironman's launch and the League.

The launch of Group Ironman has been phenomenal and far exceeded our expectations. So many of you are still getting into the thick of the mode, and with the maintained levels of support, energy and excitement surrounding the release, we agree that there should be more time for players to enjoy Group Ironman before jumping into a different game mode. We had originally intended for there to be a much larger gap between the two releases, but a delay to the launch of Group Ironman meant this was no longer the case. It's regrettable that a decision to change to the League date was not made the moment Group Ironman was postponed, and we apologise.

With Group Ironman being so new, the mode is still very competitive. We recognise it can be massively disruptive to a group if half its members decide to go play something else for weeks. It's important that we don't break up teams just as they are getting started.

We appreciate that this has scuppered some of your plans. People will have taken time off work and made other IRL arrangements to play. We apologise for any inconvenience this may have caused.

We can confirm that Leagues III: Shattered Relics will release on January 19th 2022, and will run until 2nd March. We've opted for a date in the New Year based on our experience with previous Leagues. Understandably, running over Christmas isn't ideal, as many of you rightly want to spend the festive season with friends and family!

Before then, you can expect to face Nex in-game! Should it pass poll, you'll be able to fight Nex on January 5th 2022! Plus, this would also mean that Nex will be present in the League!

Thank you for the continued support and we look forward to welcoming you to the Shattered Relics League in the new year!

The Old School Team