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Dev Blog: Artisan Skill Thread is locked

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Gumpch

Gumpch

Posts: 250 Silver Posts by user Forum Profile RuneMetrics Profile
This is kind of pointless and not well thought out in my eyes...
Someone just combining Slayer and skilling together to give this "skill"
Please take your time with one that is partially unique instead of combining most of the skills into one.
I will vote no until I see a valid reason to.

13-Jun-2014 19:49:33

April

April

Posts: 184 Iron Posts by user Forum Profile RuneMetrics Profile
Honestly half the kids who come on the forums - get on just to complain lm***. It's ridiculous. If you're going to just talk trash about the dev blog and not give any useful advice then seriously, loft off.

Anyways I'm all for new content in OSRS, because without it the game will become stagnant - it's just how MMOs work. The overall concept of Artisans is sound - although 'Artisans' branches into the various skills we already have, it can easily be expanded on and give our current skills more depth . Look at the buff that fire-making is receiving already, the thought process makes sense.

I think it's really nice how the OSRS team and the OD (original designer) tries to hit the entire playerbase by giving each niche population something i.e. pure skillers some new gear, idols for offensive PvM % damage, new food/ammo for pkers, etc. Although I think the skill needs a bit more ...

Few tidbits:

1. Now, I'm sure the OSRS team thought of this already because they've already added the "superior fletching" & "superior cooking" (which both I really like). What about something like a mixture of superior crafting and smithing ?

I know we're treading on dangerous waters here, but here it is anyways:

My suggestion is to add some sort of "reinforcing" system - which is essentially "+'ing" or "plus-sing" armors/weapons. Now before you dismiss this thought; I really think this is something to consider. I've played various MMOs (WoW, Tera, FF****, MS. etc) for a very long time (RS in particular for about 11 years). So I've seen it all really. The end goal for many people is to obtain awesome armours/weapons to look badass .

13-Jun-2014 20:05:05

April

April

Posts: 184 Iron Posts by user Forum Profile RuneMetrics Profile
To "reinforce" an item it'll look something like this: Take a staple, mid tier, p2p item - the dragon scimitar. You will need adequate smithing/crafting/artisans level to attempt this feat, perhaps something along the lines of 80 smithing/75 crafting/80 artisans. The mats will be another dragon scimitar (essential to maintain value of the normal version of the weapon), dragonstones, antifire pots, etc (be creative with this).

"OH NOEZ, THIS WILL BREAK THE GAME!!111ONE!" - No not quite, yes it will be "different" but here's why it won't break the game: in the long term this will serve as an item sink and gold sink which any game needs in order to maintain a healthy economy. It’s really doesn’t have to be a game changer because:
a. The bonuses could be minor, something like “+ 2 slash/crush” bonus for every enchantment. Or it could be like how we currently *enchant” our bolts making them have a special effect that procs once in awhile.
b. The reward could be purely cosmetic something like – a “glow”/”aura”, a color change, or a slightly juiced up version of an item.
c. A mixture of both.

Something like an Abyssal Whip/godswords/saraswords would be a little harder to "reinforce" because it's higher tier and its secondary/primary components are way more expensive.

I think we'd be fine if "+'d" items were tradable because this expands the market.

2. Flexibility for the tasks. Like somebody else mentioned on the thread - perhaps something like "gain 60,019 exp in the smithing skill" (which allows you to train via other ways) instead of "smith 500 mith bars". This way it keeps the market stable by not pigeon holing people into one way of completing their "task".

13-Jun-2014 20:05:34

April

April

Posts: 184 Iron Posts by user Forum Profile RuneMetrics Profile
3. Clarification if this skill is f2p or not :> (I would want to know if a cooked lobster (s) will work in f2p). Hopefully this won't be the case since it could break the delicate PK'ing balance that people currently know and love. It's an entirely different story for p2p because the hits are much higher and more volatile.

4. Once again, the idea behind 'Artisans' is okay - but it does need tweaking . There needs to be a balance so that something is worth it enough to be "not dead content" in 2 weeks.

13-Jun-2014 20:05:49

X Robinhoodz

X Robinhoodz

Posts: 715 Steel Posts by user Forum Profile RuneMetrics Profile
This really wasn't what I was hoping for. :/ it's a well thought out idea but it's too complex if you ask me. And I would really like the gathering skills to be involved. This skill should motivate people to do all skills. There should also be no combat related rewards from a skillers skill. Keep the tasks similar to the way slayer works. (Cut 337 yew logs or craft 79 ruby amulets) things like that that motivate all different types of skilling and rewarding artisan xp for doing so. I don't mind the clothes idea. But other than that it seems you guys missed the mark on this skill and I'd like to see this skill go back to the drawing board.

Thanks for reading

- X Robinhoodz

13-Jun-2014 20:14:17

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