I like the original idea of artisan, however I think you went the wrong direction with it. Here is what I imagine happening. I get a task that is something like: smith 200 steel warhammers. I have a few options:
1. Buy steel bars and smith warhammers. This is expensive because everyone wants steel bars and no one wants steel warhammers.
2. Mine iron and coal ores, smelt steel bars, and then smith the warhammers. This is time consuming, and less than half of my total experience gained goes towards artisan. If I go this route, i would probably just sell the steel bars for a good profit, and end up not training artisan at all.
Neither of these options are appealing. At all.
The best part of slayer is that you can train combat while making a very good profit. I think you missed this completely with Artisan.
Instead, make the new skill focus on gathering skills, which will increase resources in the game, just like slayer does (herbs, seeds, bones, etc.). Also add incentives to get a high level, such as faster gathering rates, high level resource areas, and useful items for an all-around player, not just skillers and pures.
13-Jun-2014 16:54:45