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lock new skill with quest?

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aqarwaen
Sep Member 2009

aqarwaen

Posts: 2,219 Mithril Posts by user Forum Profile RuneMetrics Profile
is there any reason why jagex cant lock with quest.
and i dont mean any easy questto able acess it like rune mysteries?
why cant we have any new skill whatis locked behind any master or maybe even locked by grandmaster quest as a rewad?
i mean why all new skills need to be so easy to acess?

06-Sep-2023 01:09:53

Dilbert2001
Jun Member 2006

Dilbert2001

Posts: 30,176 Sapphire Posts by user Forum Profile RuneMetrics Profile
The first set of Necromancy and City of Um quests/Tasks are meant to be tutorials to the new skill. While we may, or likely will, have master and grandmaster quests associated with Necromancy later, tutorial quests are designed to be easy and informative

06-Sep-2023 01:29:33

Pulseironic
Mar Member 2020

Pulseironic

Posts: 361 Silver Posts by user Forum Profile RuneMetrics Profile
herblore, runecrafting, and summoning were all skills that had quests locking. the problem with this is it removes it from people not wanting to do them or just not caring. over time we may even see the one we need now removed. and theres really no reason to lock a skill behind a quest on the scale of plagues end or endgame.

08-Sep-2023 04:41:36

Jeremy Cheng
Aug Member 2013

Jeremy Cheng

Posts: 25,647 Sapphire Posts by user Forum Profile RuneMetrics Profile
They will be removed from requirements anyways, so just make them give extra rewards if you've completed the quest to incentivize players to complete it to get the full story and rewards, like what the world wakes did.

13-Sep-2023 05:14:26

Deltaslug

Deltaslug

Posts: 32,671 Sapphire Posts by user Forum Profile RuneMetrics Profile
As Pulseironic mentioned, there were quests, that'll you'll even encounter in OSRS, is that there were 3 skill locked behind quests.

Invention and Archaeology have tutorials that act like quests ... or quests that act like tutorials ...
In this case, they still teach you the proper 101 behind how to use the skills. Do this thing and that thing to get a certain result and then do this to do another thing.

For those 2 skills, there wasn't really a full story line behind them either. So you kinda just needed the tutorials to really do the skills.

Back in the day ... Druidic Ritual for Herblore, Rune Mysteries for Runecrafting, and Wolf Whistle for Summoning ....... did jack squat for teaching you how to use the skills.

Druidic Ritual didn't teach you how to clean herbs, put herbs into vials of water, or why you mixed certain ingredients to get certain potions.

Rune mysteries was just a glorified delivery quest to take a package to the Wizard Tower and go "oh thanks for delivering the macguffin. you seem trustworthy. how about we let you in on the super secret skill of runecrafting?"

Wolf Whistle also didn't do all that much to teach you about summoning. It did do a little better with the lore side of explaining it ... but not the mechanics of how to do it.



Necromancy is ... different ....
Archaeology, they added in all of the various Mysteries to explore. You either dug up the old journal entries or sent research teams to investigate something you found. Not a traditional questing approach.
This is the first time they actually put some story into why you do a skill. The skill and quest and tutorial have an intertwined goal, something most of the other skills lacked until now.
You have a reason to learn it (new threat) and are given the resources to learn. Then they try to provide other narrative behind the skill.

14-Sep-2023 01:26:25

Bertel62
Aug Member 2023

Bertel62

Posts: 1,017 Mithril Posts by user Forum Profile RuneMetrics Profile
Why would you want to block access to a skill for new players to the game? You don't need to do any master quest in order to start mining, smithing, woodcutting, or any of the other combat skills. Shouldn't new players be able to do necromancy as well?

15-Sep-2023 13:18:30

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