Straight back. Fine. Do you use individual runescape player data to increase monetisation of users? No. Whenever we are creating a piece of OSRS gold articles, the vital goal, the key metric that our staff are looking for is for that particular piece of content, just how a lot of the addressable audience that we were targeting in that bit of content have actually engaged in that piece of content? We're trying to get as many people as that wanted or maybe could play that content to play that content. A few of those pieces of content have monetisation attached to that, and in that they will engage for some.
We made the decision to cancel the Weapon Diversity upgrade, last week. While we are still going to bring diversity into weapons later on (see the'What is the program?' Section), the project that was tested over the past month was cancelled. We have not decided lightly, particularly as Weapon Diversity was due - for some time - for a summer release that would give you something new to play following The Land Out of Time, also bringing diversity into weapons are a real boon to runescape.
What happened? Adhering to the Weapon Diversity Betawe came together as a group to go over the feedback and issues. If you've been playing the Beta, then these should hopefully feel comfortable: The overriding impression was that the effects were not chunky or transformative enough.
Runescape players expected utility benefits, similar to the Cheap Runescape gold two-square strikes of halberds. This meant there was not actually much differentiation between weapons, and many runescape players could just opt for the weapon together with the optimal DPS modifier.