These skills are all very thoughtful and well designed. However, here's the issue I'm having.
When dungeoneering first came out (and sure enough, probably still to this day), most of those opposing the skill claimed that it was more a minigame than a skill. Overall, they had a very good point. The finer qualities of the skill were more relevant to a minigame.
First and foremost, the Artisan skill bugs me for the same reason. This is literally the Daily Challenge system implemented as a skill. If invoked, there's no question that it will receive the same criticism for being less of an actual skill. The idea is great, and I'd like to see it in the game in the future; just not as a skill.
Second, Astronomy is essentially the falling star D&D, just a lot more developed. This seems like a skill that would take too long to really advance to high stages and would frustrate some short-focused players.
Forestry, in my opinion the most interesting of the proposed skills, will definitely receive the same criticisms as Dungeoneering; it's more a minigame than an actual skill. Again, great design and effect - I'd love to see something like this in the game later on. Not as a skill, though.
Geomancy seems, with the gist of it, to be quite similar to mining. The major difference, of course, is that instead of mining, it's more along the lines of excavation. The biggest issue I have with this is that it expands on a theme that's already existent in the game. While it does add a lot to the post-Digsite minigame, having only one major training area would be an issue in the short run.
Finally, herding. Yet again, we've breached the lines of what is a skill and what is a minigame. This, again, seems like more of a minigame than an actual trainable skill.
This is all, of course, my own personal opinion. Being a very long-lived player on Runescape, I speak for a player who's seen 90% of the game's material anew. Strictly shedding light on new ideas. Thank you all.
22-May-2014 05:44:14