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~Slow Release Skills~

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A  Cole
Nov Member 2003

A  Cole

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I understand your concern Rikornak.

This is why I'm proposing them to release multiple skills at once so that there is no loss of momentum for most players. Perhaps a different level breakdown would work better, like you say as two batches.

The idea is basically to prevent players being 200m XP within the first month of release, let alone first two weeks (like we have seen in recent releases). Momentum is also important, so it would indeed be a delicate balancing act.


~A~

21-Jan-2024 11:09:00

Rikornak
Oct Member 2013

Rikornak

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I mean divination certainly wasn't that fast and invention, archaeology and necromancy had one thing in common - you were able to speed them up significantly by investing a lot of money (the first 200m archaeology player paid something like 50b for his rank - into a skill, that is rather profitable by playing it normally) or by being already fairly advanced in the main game (yeah - since high levelled jewellery and 99 defensive stats and prayer just do this to necromancy). And even in OS - with methods that were available in 2007 - the first player was maxed within 7 months - and yeah that's even nowdays a game in which you're forced to use the very same methods for 50 levels and more to skill them 'ideally' for quite a few skills - so I guess it wouldn't have that much of an effect, if the skill ends soon in terms of functionality if it already contains a meta method like mining iron or chopping teak - you basically just would take potential purpose out to skill the stuff as a motivation factor for the players who're more interested in obtaining new features, rather than the race for rank 1. Players just are different compared to two decades ago - the race just wasn't that prominent back then. Seeing OS again, I doubt the first ones maxing out the upcoming sailing skill won't take that long for that either. Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

22-Jan-2024 06:26:12 - Last edited on 22-Jan-2024 06:27:12 by Rikornak

Rikornak
Oct Member 2013

Rikornak

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As for your suggestion - I see several additional issues with releasing multiple skills at once.

First of all, it dilutes them - on the one hand they're no longer as special as they would be when you're seeing one every three or four years. And then you naturally will have skills without much functionality, since you outright split what they have in two. Someone mentioned archaeology - both skills would be bad jokes if we had separate ones for excavation and restoration. It's kinda like fletching - also a skill without too much of purpose, that easily could've been a subskill of woodcutting or crafting. I mean if you would be able to make meaningful ones - fine by me.
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

22-Jan-2024 06:27:15 - Last edited on 22-Jan-2024 06:27:33 by Rikornak

Tomato 56789
Apr Member 2022

Tomato 56789

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Fletching had its place in the good ol days, and making weapons from wood requires a different skill set than jewelry. Rewind to the 12th century. A craftsman focuses on making the jewelry, clothing, etc. look pretty and be functional. Those making bows and arrows had the responsibility of the users' life depending on it.

Regardless, free bump as I'd like to see new skills not be rushed as they are.
Casual legacy trash of 20 years in RS, writer of Skyrook Gorge (and other books) irl


Should the forums truly go; almost anyone from here is free to add me in-game.

22-Jan-2024 21:54:05

Rikornak
Oct Member 2013

Rikornak

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Technically fletching only was good to create drastically underlevelled bows, crossbows and ammunition (you literally unlock t60, 70, 80 and 95 ammunition at level 95 nowadays) for those - most of them available from shops anyway (and easier from other sources - as an ironman I always would try to get my magic shortbow or rune crossbow (yeah that's OS, no longer possible in RS3) from a hard treasure trail - not trying to actually to reach the required level for it).

Sure - that's an issue, that affects most artisan skills to some certain degree (and smithing historically much worse than fletching), but smithing contained a lot of otherwise unobtainable utility objects and crafting actually has useful equipment. The redeeming features eventually were gem-tipped bolts and scrimshaws (and nowadays a bit more of stuff like bakriminel bolts, high level ammunition, pernix quiver...) - but even today you basically could outright cut the first 80 levels - and you wouldn't lose much of value. I do expect them to fix that eventually, but when - dunno. But even then I think fletching could have some more meat on its bones. Think of making staves like in daemonheim or traps likewise (or in the arc). It's in general just bows, crossbows and ammunition as said.

I mentioned woodcutting and crafting, since both skills are actually shown to work with wood - crafting with more delicate pieces like masks, woodcutting with more rough ones like shields. Especially crafting is an extremely general term in RS - it could be a jewelcrafter, a leatherworker, a glassblower, a tailor,... - so why not actually also a fletcher?

Don't get me wrong - I am not advocating, that fletching should be removed - but just think about it. Do we need more skills like that?
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

23-Jan-2024 06:23:25 - Last edited on 23-Jan-2024 06:30:11 by Rikornak

Tomato 56789
Apr Member 2022

Tomato 56789

Posts: 15,486 Opal Posts by user Forum Profile RuneMetrics Profile
Everything in the game was more simple when those skills were released, too lol. Remember when agility shortcuts were actually useful in the days before we had a teleport to practically every square on the map? Fletching had its strength in the creation of ammo, and for making bows to high alch for magic training. A LOT of the gold in-game for a time came from those magic short and longbows, and if they weren't alched they were great for welfare PKing lol. How many lumberjacks can make a bow? :P

We don't need those types of skills per se, but such skills could be done thoroughly enough to outdo those simple skills.
Casual legacy trash of 20 years in RS, writer of Skyrook Gorge (and other books) irl


Should the forums truly go; almost anyone from here is free to add me in-game.

23-Jan-2024 06:43:21

Rikornak
Oct Member 2013

Rikornak

Posts: 9,258 Rune Posts by user Forum Profile RuneMetrics Profile
Agility shortcuts are also pretty funny btw - some were (and still are - I do appreciate some for treasure trails even in RS3 for sure) awesome, but others were... let's put it like this - the shortcuts removed last week with the graphical reworks in Arandar pass for instance were slower than just running past it - somebody actually measured that.

To be honest - I do think from a modern OS perspective (especially, since you have to start over there regularly for a new league - you see those pieces of broken design every single time - and OS most likely will never fix them, but even there new things at least are more adequate) and even how I perceived the game when I started to play it back in 2008 (just the thought you need to max out the smithing skill to create a piece of level 40 junk (yep - that's really alch fodder) for yourself, which you just could grab from a vendor - and yeah, basically the very same things all over the skills), but I do agree, that this could be seen differently from a RSC and a very early RS2 perspective - but well... that's two decades ago now. I alch a lot of things in OS, but I can't really say bows would be among them in significant numbers. There are just so many better objects - most of them equally old. Also as an ironman who has to get the stuff by themselves.

What I mean - woodcutting is not only lumberjacking - yeah mainly it is. But I literally said it, this skill already was shown to work with wood in some other fashion in the past (you carve bark, you make skewer sticks, you're repairing a fence with spars,...). Thematically fletching fits better to general crafting, but woodcutting isn't as unimaginable as you'd like to put it in here. It just is if you're exclusively reducing it to killing trees en masse. Which outright leads back to the general issue in here - skills just are more versatile usually. And new skills should be the same.
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

23-Jan-2024 07:22:47 - Last edited on 23-Jan-2024 08:11:25 by Rikornak

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