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Dev Blog: Artisan Skill Thread is locked

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whyruhiding

whyruhiding

Posts: 1,218 Mithril Posts by user Forum Profile RuneMetrics Profile
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quote]



"something that doesnt incredibly effect the game in a longshot" i beg to differ. they're doing to OSRS what they did do RS3.It is a useless skill and it unbalances the economy even more. how is adding items that are progressively powerful good to the oldschool experience?

also, you said "to say they'll vote no because they dont like it or dont think it adds to much extra things to the game is sick" well do you even get the concept of polls bro? first of all this "skill" adds too many items to the game, and as you've seen it's getting


It removes items from the economy it balances out new skill and brings newer aspects to train. I didnt mention a thing about how polls work but ok i guess....... Im talking about how unnecessary people are talking that if you dont like then why be a prck about it?? your supposed to keep those things hidden and wait to the poll to vote and not talk like some ass on the forums when your not giving feedback.

13-Jun-2014 17:02:22

cozmy13
Nov Member 2019

cozmy13

Posts: 14 Bronze Posts by user Forum Profile RuneMetrics Profile
@kinkyy bunny I think most of the people that said no had some kind of argument or did quote some of the people that had good arguments. But i do agree with you, there is no need to be a prck about something you personally don't like but still commenting. We'll have to see the results of the next poll about this i guess

13-Jun-2014 17:05:15 - Last edited on 13-Jun-2014 17:05:46 by cozmy13

Mod Mat K

Mod Mat K

Jagex Moderator Forum Profile Posts by user
I just want to thank you all for all the feedback I am getting. It is really useful so we can make changes to dev blog and get the skill what you want it to be.

There are many people saying they would vote no to the skill and not giving a reason why. If you want to have your voice heard even further, please do say why. It is really important for us to know what you think is wrong and what you think is right so we can make this something you want.

Mat.

13-Jun-2014 17:05:49

Gino

Gino

Posts: 40 Bronze Posts by user Forum Profile RuneMetrics Profile
Hi Mat,

A couple of points, both feedback & response to what i've read so far...

-You mention that if the new skill makes supplies more expensive then that brings opportunity for people getting the raw materials in the first place (IE logs, ores i'm imagining); thats a nice theory but you need to think of it on a more technical level here. What's faster for example, fletching 1,000 yew logs into unstrung bows or chopping 1,000 yew logs from a tree? It is FAR quicker to use the logs up than producing them from scratch.

-I agree with what people are saying entirely: The new skill needs an incentive to be trained. With the introduction of the new skill i would imagine you, as balancers, have 2 things to weigh up: The xp rates versus the rewards given for the levels. You want to make the upper levels of the skill be nice & rewarding, but not make them too easy to get to. So with that being said there's probably a tradeoff between XP rates & how 'good' the rewards are (by rewards i've got in mind something similar to resource dungeons for trees/rocks etc. or whatever people come up with)

-Having a points system seems sensible; allowing players to block a certain skill because they either A- dont want to train it, B- are 99. However, Farming springs to mind when I think about this - Do you want Artisans to have a chance of being a passive skill (due to getting a farming task)? Or would you allow for a method where the player could complete a farming task as fast as they like (no waiting)?

-Summary: Your playerbase seems to mainly be people who "Dont want the game getting easier" - So you are probably going to be quite tight for what 'new flashy' things you can bring into the game without devaluing existing content. Have you ever considered making an upgrade system to basically every resource? (Eg. you need a magic log + secondary resource to create a log of a higher tier) - This prevents existing content from being devalued.

Thanks for reading,

-Gino

13-Jun-2014 17:06:50

Rain of Life

Rain of Life

Posts: 200 Silver Posts by user Forum Profile RuneMetrics Profile
At first I wanted to vote no but after seeing all the uses, I will definitely vote yes. There are, however, some problems with this skill that in my opinion need to be fixed. First of all, if I have lvl 99 in one of the skills listed, I will not like training it. So the choice of tasks will be great. Second of all, we need some kind of point system just like with slayer. And finally, the problem with gathering really expensive resources will just make this skill utarelly hard.

I really hope that you will find solution to most of the problems that community finds. I'm wishing you good luck in developing and looking forward for the feedback-based dev. blog!

13-Jun-2014 17:09:20 - Last edited on 13-Jun-2014 17:14:44 by Rain of Life

Condition
Feb Member 2013

Condition

Posts: 3,691 Adamant Posts by user Forum Profile RuneMetrics Profile
Why do I need 94 artisan, 94 crafting and 85 firemaking for a 15% damage increase in pvp with the humanoid effigy? 5/21/2017 The day I claimed ownership of the Old School Content Suggestions.

Official owner of the Old School Content Suggestions forum.

13-Jun-2014 17:09:28

Leejjon

Leejjon

Posts: 144 Iron Posts by user Forum Profile RuneMetrics Profile
Gathering some quotes that sums up my opinion:
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Still gonna vote no.

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oh dear god. please stop.

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I am afraid I am going to vote no as well. It doesn't give me a feeling of "Wow! I can't wait to train this skill due to how it integrates with the game.". Forcing you to train useless skills to train another skill doesn't make it fun.

If you had to choose 5 more skills to ask us to choose from, what skill suggestions would they have been? It seems the 5 choices we were given involved assets which was already existing in the game or could easily be modified to suit the skill.

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100% against this...the last thing rs 2007 needs is some new random skill. Keep it the way it is please. No support.

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I'll be voting -- NO --

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Awful skill. I will surely be voting no.

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I honestly do not think a new skill should be added to the game, this skill doesn't excite me at all, I appreciate the effort and work you guys put into this game but this skill just shouldn't be added at all.

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Unless you drastically increase bank size, no way I would ever even consider voting yes. I'm just not going to keep 1 of every kind of fish and log and whatever around so that I can have them around for artisan tasks. My bank is already full as it is.

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I understand people saying "if there are no updates the game will die" but...why must there be 100+ updates in the month? I slowly see this game turning into another game just like it did way back when going to RS3. How about an update a month?

We need quality of life updates, not skills

13-Jun-2014 17:09:36 - Last edited on 13-Jun-2014 17:11:32 by Leejjon

Gino

Gino

Posts: 40 Bronze Posts by user Forum Profile RuneMetrics Profile
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Why do I need 94 artisan, 94 crafting and 85 firemaking for a 15% damage increase in pvp with the humanoid effigy?


Because otherwise everyone & their nan can obtain the benefits of this reward; driving the game into becoming a lot easier/ bringing in new OP things into the game that everyone can get a hold of.

13-Jun-2014 17:10:41

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