For anyone who wants it, here's the update faq:
I thought their response to the solo xp question was particularly interesting.
By the way, the message you get when you check your dominion tower gloves is misleading. It will say something like "The gloves are 20% degraded." The 20% is actually the remaining charge, and not how much you have used so far.
Spoiler (Click to View)
It is quite annoying having to keep opening up the tool belt to check what keys we have. Would it be possible to show what keys we have on-screen or maybe create a tab for them?
Mod Liono: We could add a quicker way to access this information, yes. We would need to find an appropriate place to put the button, but this is something we could consider.
Mod Avatar: It is something that will be looked into based on the feedback that we have been getting.
What will happen to members' tools if you play in a F2P world?
Mod Liono: If you have a members’ tool in your tool belt, let’s say a tier 6 pickaxe, and you go to a free world, it will count as if you have the highest free version you have the level to use until you return to a members’ world – so, it will count as a tier 5 pickaxe, in this example.
If a player has a bound pickaxe or hatchet will they be able to add that bound item to their tool belt?
Mod Avatar: Yes, bound pickaxes and hatchets can be added to the tool belt.
Why do hides and bones not stack?
Mod Liono: Hides do not stack because they are the only main raw material that does not have an intermediate stage. We had a choice between leaving it like this or allowing hides to stack, but requiring you to tan them before use to stop the AFK XP grinding problem mentioned in the question regarding ores and bars, and we decided to leave it as it was.
Why do ores stack, but bars do not? This is the same with herbs; grimy herbs stack, yet clean herbs do not.
Mod Liono: We wanted to solve issues of inventory management, not make skills AFK-able in Dungeoneering. Ores stack and bars don’t so that players can’t get a huge stack of ore and smelt it into bars, whilst AFK, to level Smithing. If you have smelted ores into bars, you should have a plan in mind for what you’re smithing and be near an anvil, since furnaces and anvils are next to each other in Dungeoneering, and so this prevents the AFK skill training whilst not impacting the usefulness of the stackable resources.
Why can't we store things like vials or feathers in the tool belt? We need vials for opening up some skill doors!
Mod Liono: You don’t need a vial to open the Herblore door any more. We took that out alongside this update!
Mod Avatar: Feathers are an expendable resource and so therefore are not included on the tool belt.
Are we able use the pickaxe in the tool belt for Bulwark Beast?
Mod Avatar: Yes, It will take into consideration what pickaxe you have and scale the damage accordingly.
Are you planning any more batches of Dungeoneering improvements?
Mod Liono: We are constantly looking at the content in the game, and if we see something that can be improved, we’ll improve it. Dungeoneering is no exception!
Will we be seeing any updates for stackable resources outside of Dungeoneering in future?
Mod Liono: We assessed the impact this would have, and found it to be viable inside Dungeoneering for multiple reasons – there are a finite number of resources inside Dungeoneering so allowing them to stack was fine if we controlled it properly, such as making them need processing into a non-stackable version before use. Allowing resources outside of the game to stack would cause a larger number of issues, and could severely affect the balancing of several skills, and so is highly unlikely.
Mod Hew: As Liono has said above, we're always looking for ways to improve the game and open-world skilling is definitely something we're giving a lot of attention to. It would be nice for more things to stack, but it's a change we'll only make where it doesn't hurt the gameplay we want to provide.
Will you be adding functionality with higher level pickaxes/hatchets to the tool belt outside of Dungeoneering?
Mod Avatar: At this time there are no plans for allowing higher tier tools to be added to the surface tool belt. However, it is certainly a possibility in the future.
Is it possible to make the money pouch available in Dungeoneering, including an optional team bag?
Mod Liono: A Dungeoneering money pouch is something we could consider. The party option to have a shared pool is more complex. We would obviously need to investigate and consider the impact of such a thing, but it isn’t impossible.
Will we be seeing an increase of XP rates to soloing and if possible, could solo'ers do large floors?
Mod Liono: We are currently investigating the current XP system and assessing its successes and flaws, not just regarding emphasis on group sizes, but also how the prestige system encourages complexity-1 rushing and doesn’t reward taking the time to fully complete the dungeon and experience it to its fullest, which is what we always intended. This is a very lengthy process and a very complicated issue, but the system is being investigated to assess whether changes would be beneficial.
Could you add second ammo bind so that both runes and arrows can be bound at the same time?
Mod Liono: We have to carefully consider adding mechanics that allow you to retain objects in Dungeoneering. We wanted Daemonheim to be the full experience of a party using all of their skills to tool up and conquer every challenge in their path. If we allowed you to start each dungeon with enough gear to effectively dual-spec from the start room, a lot of this gameplay would be lost.
Is it possible to see all Dungeoneering bosses voice acted?
Mod Liono: I would love to see this. Our audio team are constantly pushing to improve the game with the latest technological advancements we make, but it takes a long time to update all the content, there’s no reason this wouldn’t be *possible*.
The GE buy limit is no longer affected by the sell limit. Why has this been changed?
Mod Libra: The constraints on buying items are there as they help the market to run smoothly, providing availability of items, at prices that reflect the demand for using the items. We notice that in places where the limits are set wrongly, items experience problems such as badly spiking prices and difficulty for users to buy or sell, and in some cases monopolisation. The buy limits also give slightly more constraint on the extremes of the rates at which money can be made on the Grand Exchange from high value items, which can get out of proportion relative to the rest of the game. There was never an intention for these buy limits to be by-passable by people re-selling, this was a bug.
Mod Liono: We could add a quicker way to access this information, yes. We would need to find an appropriate place to put the button, but this is something we could consider.
Mod Avatar: It is something that will be looked into based on the feedback that we have been getting.
What will happen to members' tools if you play in a F2P world?
Mod Liono: If you have a members’ tool in your tool belt, let’s say a tier 6 pickaxe, and you go to a free world, it will count as if you have the highest free version you have the level to use until you return to a members’ world – so, it will count as a tier 5 pickaxe, in this example.
If a player has a bound pickaxe or hatchet will they be able to add that bound item to their tool belt?
Mod Avatar: Yes, bound pickaxes and hatchets can be added to the tool belt.
Why do hides and bones not stack?
Mod Liono: Hides do not stack because they are the only main raw material that does not have an intermediate stage. We had a choice between leaving it like this or allowing hides to stack, but requiring you to tan them before use to stop the AFK XP grinding problem mentioned in the question regarding ores and bars, and we decided to leave it as it was.
Why do ores stack, but bars do not? This is the same with herbs; grimy herbs stack, yet clean herbs do not.
Mod Liono: We wanted to solve issues of inventory management, not make skills AFK-able in Dungeoneering. Ores stack and bars don’t so that players can’t get a huge stack of ore and smelt it into bars, whilst AFK, to level Smithing. If you have smelted ores into bars, you should have a plan in mind for what you’re smithing and be near an anvil, since furnaces and anvils are next to each other in Dungeoneering, and so this prevents the AFK skill training whilst not impacting the usefulness of the stackable resources.
Why can't we store things like vials or feathers in the tool belt? We need vials for opening up some skill doors!
Mod Liono: You don’t need a vial to open the Herblore door any more. We took that out alongside this update!
Mod Avatar: Feathers are an expendable resource and so therefore are not included on the tool belt.
Are we able use the pickaxe in the tool belt for Bulwark Beast?
Mod Avatar: Yes, It will take into consideration what pickaxe you have and scale the damage accordingly.
Are you planning any more batches of Dungeoneering improvements?
Mod Liono: We are constantly looking at the content in the game, and if we see something that can be improved, we’ll improve it. Dungeoneering is no exception!
Will we be seeing any updates for stackable resources outside of Dungeoneering in future?
Mod Liono: We assessed the impact this would have, and found it to be viable inside Dungeoneering for multiple reasons – there are a finite number of resources inside Dungeoneering so allowing them to stack was fine if we controlled it properly, such as making them need processing into a non-stackable version before use. Allowing resources outside of the game to stack would cause a larger number of issues, and could severely affect the balancing of several skills, and so is highly unlikely.
Mod Hew: As Liono has said above, we're always looking for ways to improve the game and open-world skilling is definitely something we're giving a lot of attention to. It would be nice for more things to stack, but it's a change we'll only make where it doesn't hurt the gameplay we want to provide.
Will you be adding functionality with higher level pickaxes/hatchets to the tool belt outside of Dungeoneering?
Mod Avatar: At this time there are no plans for allowing higher tier tools to be added to the surface tool belt. However, it is certainly a possibility in the future.
Is it possible to make the money pouch available in Dungeoneering, including an optional team bag?
Mod Liono: A Dungeoneering money pouch is something we could consider. The party option to have a shared pool is more complex. We would obviously need to investigate and consider the impact of such a thing, but it isn’t impossible.
Will we be seeing an increase of XP rates to soloing and if possible, could solo'ers do large floors?
Mod Liono: We are currently investigating the current XP system and assessing its successes and flaws, not just regarding emphasis on group sizes, but also how the prestige system encourages complexity-1 rushing and doesn’t reward taking the time to fully complete the dungeon and experience it to its fullest, which is what we always intended. This is a very lengthy process and a very complicated issue, but the system is being investigated to assess whether changes would be beneficial.
Could you add second ammo bind so that both runes and arrows can be bound at the same time?
Mod Liono: We have to carefully consider adding mechanics that allow you to retain objects in Dungeoneering. We wanted Daemonheim to be the full experience of a party using all of their skills to tool up and conquer every challenge in their path. If we allowed you to start each dungeon with enough gear to effectively dual-spec from the start room, a lot of this gameplay would be lost.
Is it possible to see all Dungeoneering bosses voice acted?
Mod Liono: I would love to see this. Our audio team are constantly pushing to improve the game with the latest technological advancements we make, but it takes a long time to update all the content, there’s no reason this wouldn’t be *possible*.
The GE buy limit is no longer affected by the sell limit. Why has this been changed?
Mod Libra: The constraints on buying items are there as they help the market to run smoothly, providing availability of items, at prices that reflect the demand for using the items. We notice that in places where the limits are set wrongly, items experience problems such as badly spiking prices and difficulty for users to buy or sell, and in some cases monopolisation. The buy limits also give slightly more constraint on the extremes of the rates at which money can be made on the Grand Exchange from high value items, which can get out of proportion relative to the rest of the game. There was never an intention for these buy limits to be by-passable by people re-selling, this was a bug.
I thought their response to the solo xp question was particularly interesting.
By the way, the message you get when you check your dominion tower gloves is misleading. It will say something like "The gloves are 20% degraded." The 20% is actually the remaining charge, and not how much you have used so far.
"The only thing an adult can give a child is a yellow cape." - Chuck Jones