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Fiery Aiden

Fiery Aiden

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I'm going to be voting no for the part about the idols. Even though it only gives boosts towards monsters, it just doesn't make sense to me how training a skill should help you in combat. For example, the 15% boost to aviansies devalues using the slayer mask (i) while having the aviansies slayer task at armadyl godwars (same goes for greater demon task at zamorak, and black dragons task at KBD). I am not sure if these two would stack, giving you a 30% boost, but that would be kind of overpowered in my opinion. Overall these idols would make bosses easier which I don't think is a positive thing, especially for the economy of boss drops.

I do like the different hatchets and pickaxes without the attack requirements, as well as other concepts of this skill, but the idols in particular I would not want in the game.

13-Jun-2014 18:42:17

Zynk

Zynk

Posts: 465 Silver Posts by user Forum Profile RuneMetrics Profile
Motes
*Very annoying to have an inventory space wasted carrying motes while completing a task.


Idols
*Sounds like a bad idea to make production skills affect combat (remember overloads?)

*How long do the motes even last?


Artisan Tools
*Good addition for skiller pures.

*Needs a dragon equivalent.


Inspired Carvings
*What is the percent chance of receiving double ores?

*It most likely isn't worth making a runite carving considering you may only mine 4 extra runite ores. I can see this as maybe being dead content except for iron.


Superior Cooking
*Higher healing, okay... as long as it is tradeable.

*Higher boosts, no.


Superior Fletching
*This will disturb PVP by making skilling directly affect combat.


Superior Runecrafting
*No... this will upset the rune/essence market too much.


Clothing
*Artisan clothing is a good idea.

*Pure armor.


Suggestions

1) Idols should be changed to totems. Totems are an item that is carried in the inventory and when lit increases the collection rate of a certain skill. Totems are permanent and go out (need to be relit) after a set amount of time. Lower tier totems can be upgraded to higher tier totems. There would be four types of totems, one for Mining, Fishing, Woodcutting, and Hunter. (Maybe they can have charges and be recharged with Motes.)

Wood Totem
Metal Totem
Camouflage Totem
Aquatic/Water Totem

2) Include a Master Artisan's Axe/Pickaxe for dragon equivalent. Costs 20 steel bars, Magic logs, 750 Motes of Inspiration, 80 Smithing + 75 Artisan.

3) Lower the ore cost of the inspired carvings down to one ore. The cost from the motes is more than enough. Otherwise the inspired carvings become less beneficial the higher tier carvings you make. That ore increase the number of ores mined.

13-Jun-2014 18:43:15

Zynk

Zynk

Posts: 465 Silver Posts by user Forum Profile RuneMetrics Profile
4) Instead of double runes, have a chance to make catalytic runes (all 4 basic elements) in addition to what would normally be made while runecrafting.

5) Instead of combat clothing, make skill boosting clothing (2.5%) for production skills (Smithing, Cooking, Firemaking, Crafting, Fletching, maybe Herblore, maybe Construction).

6) Guildmaster Tasks: Make guild masters be able to assign artisan tasks related to that specific skill. This would require the level necessary to enter the guild (60 Mining, 68 Fishing, 32 Cooking, 40 Crafting) as well as an Artisan level. Maybe it can require motes to do this (polled seperately).

7) Award motes for completing tasks, not randomly found during tasks.

8) Make superior food tradeable, but do not increase stat boosts.

9) Add an Artisan's Toolkit: Acts as a hammer, needle, knife, and tinderbox.

13-Jun-2014 18:43:20 - Last edited on 13-Jun-2014 18:46:27 by Zynk

WhoCareZz

WhoCareZz

Posts: 2,061 Mithril Posts by user Forum Profile RuneMetrics Profile
Original message details are unavailable.
4) Instead of double runes, have a chance to extra make catalytic runes (all 4 basic elements) while runecrafting.

5) Instead of combat clothing, make skill boosting clothing (2.5%) for production skills (Smithing, Cooking, Firemaking, Crafting, Fletching, maybe Herblore, maybe Construction).

6) Guildmaster Tasks: Make guild masters be able to assign artisan tasks related to that specific skill. This would require the level necessary to enter the guild (60 Mining, 68 Fishing, 32 Cooking, 40 Crafting). Maybe it can require motes to do this (polled seperately).

7) Award motes for completing tasks, not randomly found during tasks.

8) Make superior food tradeable, but do not increase stat boosts.

9) Add an Artisan's Toolkit: Acts as a hammer, needle, knife, and tinderbox.


Elemental rune might be interesting, but XP boosting (or what else do you mean with 5?) doesn't sound good to me.. Don't like your nr 7 and nr 9 suggestions very much

13-Jun-2014 18:47:15 - Last edited on 13-Jun-2014 18:48:09 by WhoCareZz

WhoCareZz

WhoCareZz

Posts: 2,061 Mithril Posts by user Forum Profile RuneMetrics Profile
So if we want to make a non-combat Slayer version, which is what Artisan basically is, then we should look what makes Slayer so successful and translate that to non-combat content.

What makes Slayer a popular skill?
- Depending on your level you can kill monsters that others can't
- You can train it using all combat skills at any time that you wish
- Rewards can be sold for money
- You often find clue scrolls
- It involves some traveling (you train at different places)
- You can buy specific options with Slayer points that make Slayer more pleasant.

How can these points be translated to non-combat content?
- Depending on your Artisan level you can gather and produce items that others can't make
- You can select which skill(s) you want to focus your tasks on (maybe you should select 3 skills and then you have 90% chance your task will be from one of those skills and 10% chance it will be a random other skill)
- At least some of the rewards should be tradable (myself I would like the unique content to be untradeable, but at least you can sell the regular items that you make on a task)
- There should be a (small) chance to find a clue scroll while on an Artisan task
- Rather than that a task should say make X of Y, it could say make X of Y at place Z, or use the anvile/furnace/whatever in place Z to make X of Y, or mine X of Y in the Z region.
- With Artisan points you can buy options (like block a skill or boost the chance to get a skill) that make training Artisan more pleasant.

These are just reasons that I think make Slayer attractive, if I forgot something, feel free to add :)


-Slayer doesn't give a X% damage boost, and I don't think it makes any sense if Artisan does..
-Slayer also typically isn't the fastest way to train a combat skill, but you do more damage with black mask, perhaps Artisan should work the same.
-Also you only get 1/4th of the combat XP as Slayer XP, I feel it should be the same for Artisan.

13-Jun-2014 18:58:55 - Last edited on 13-Jun-2014 19:05:45 by WhoCareZz

Fireworm999

Fireworm999

Posts: 2,350 Mithril Posts by user Forum Profile RuneMetrics Profile
I'm usually quite the naysayer when it comes to new updates, but this time that's not the case. I actually like the concept of this skill. It is sort of similar to Slayer in a way, just using skills instead of combat. I am however not entirely convinced, Mat. I think there are 2 things that need to be reworked: the way the rewards affect other parts of the game and the way the skill is trained.

So many rewards affect other skills or other gameplay, and some of them are obviously OP. I realise this is needed to make it more interesting and worthwhile to train the skill. I have nothing against that, but please just be a bit more careful when balancing these things. IMO it would be perfect if none of the rewards directly improve other exp rates. For example if a reward doubles the exp rate for skill A then I think you need to do atleast 1.5hr of Artisan to use that reward for 1 hour. So to train skill A you now have to option to spend 1 hr on training skill A or training Artisan for 1.5hr and then spending half an hour training skill A. So in terms of time spent it would still be better to only train skill A but players who prefer Artisan over skill A have the option to spend a bit more time and doing the things they prefer. I may be a bit off with my numbers (I'm slaying while I type this) but you get the idea.

Second problem is the way Artisan is trained. I think it would be slightly better if it had more of an ironman feeling to it. I'm afraid that for most tasks (except for farming tasks) it would be a buyable and then this skill would become one big boring (and probably expensive) grind. Of course I don't know exactly what tasks you had in mind, but from the things I've read I'd expect it to be like this.

I'd say I'm 70% convinced and I'm looking forward to possible solutions you have to offer :) .

Edit: Also I completely agree with what the player above me posted.

13-Jun-2014 19:08:54 - Last edited on 13-Jun-2014 19:10:12 by Fireworm999

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