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Dev Blog: Artisan Skill Thread is locked

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Jar Of Lube

Jar Of Lube

Posts: 2,212 Mithril Posts by user Forum Profile RuneMetrics Profile
Combat related "mote" rewards (idols) should be removed.

The motes and items needed for the inspired carvings do not seem anywhere near worth it if they only last for 28 ores mined.


Superior items should be made to be untradeable.
The superior arrows should only be made from "superior logs" which can be obtained randomly while woodcutting (like the superior food while cooking)

Other than that it looks ok.

However as you've done enough updates in the last 3 months to last the next 3 years, dont release this until 2015 at the earliest.

13-Jun-2014 22:19:59

Cosmic Wind
Jul Member 2023

Cosmic Wind

Posts: 996 Gold Posts by user Forum Profile RuneMetrics Profile
Has a skill no way but has a task system/reward mini game yes. Maybe a taskmaster give you a task to complete and for every task you complete you receive points. These task point can be used to grant bonus exp in non combat skill, unlock new exp boosting gear for specific skill and unlock new training method for skills. Here an example for some skill unlocks: 1) unlock the ability to fletch magic logs into magic shaft, arrows that are made with Mage shaft can be imbue with ancient magicked ability and debug spell from the normal spell book. 2) ability to make fish soup.
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:)

13-Jun-2014 22:24:45

EllingerMain

EllingerMain

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Being able to cook superior food as an artisan, with more stats, sounds strangely exactly like what you can do on Lord of the Rings Online...

Skill sounds very exciting. I was very apprehensive when a new skill was announced and would be coming to this game too. :)

13-Jun-2014 22:27:17 - Last edited on 13-Jun-2014 22:27:37 by EllingerMain

Worldstream
Jul Member 2021

Worldstream

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Disappointed as well. Will be voting no.

I was worried when the "Design a new skill" contest came out that we would get a skill that just measured your proficiency in other skills, which is exactly what artisan does.

It's kind of a cop-out. This is a skill that will be added to the game without really adding any new content. It's like dungeoneering combined with slayer, but for skilling. You skill, you get stuff you can use for combat buffs.

It's a safe choice. You can say you added a new skill when in reality you just added new bonuses for existing non-combat skills.

This is fine by itself, but it's a real shame since the other skills that were in the running were legitimately new, cool ideas.
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13-Jun-2014 22:41:20

3rdAgeNPC

3rdAgeNPC

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I think that making the new content like the arrows tradeable is kind of a bad idea, it takes the drive away. It may be rewarding in terms of GP, BUT like I said, when you can buy anything it really does take the drive away. If you really want those arrows to PK, then you have to level up your artisan skill to be awarded, or if you want them for slayer, doesn't matter. It rewards the more veteran players, which is always nice. You did it with dungeoneering and look how successful that was, just a suggestion! thanks.

13-Jun-2014 22:42:47

Sadistic

Sadistic

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I don't like the idea of a skill that basically recycles existing game content and doesn't provide any useful rewards.

I will have to vote no on this. It doesn't seem like enjoyable content and I really don't see it as a good investment of time.

If for whatever reason this skill has to be released, at least consider making the rewards worth the time, such as having the savant tools be better than existing dragon tools. I like the idea of this reward system because players who don't want to train combat and spend hours and hours killing bosses can work towards their skilling tools. It's sort of like the idea of player-owned ports where you essentially get free rewards after participating in the content over an extended amount of time.

13-Jun-2014 22:46:56

TearsDntFall

TearsDntFall

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When i voted for this skill i had in mind getting something that was an almost exact copy of the slayer skill but would be non-combat only related. I figured you get tasks such as "catch 500 sharks," "chop 750 yews," "craft 2k nats," etc. then i figured we would get reward points for some minor skilling aids similar to how the slayer helmet aids combat. That is the skill in which i voted for, not this divination-knock off eoc stuff.

Just my opinion.

EDIT: This is my thoughts after the dev blog update on 6-13-14. At first i liked the skill very much and was so excited. Hopefully jagex can kind of curve the skill as to how i mentioned it above before the try to bring eoc content to osrs. The skill as mentioned above is something in which myself and lots of others i have spoke to would like added to the game.

13-Jun-2014 23:19:04 - Last edited on 13-Jun-2014 23:23:30 by TearsDntFall

Cheeseman585

Cheeseman585

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Please add firemaking to the artisan skill list!!! Right now firemaking is worthless besides quest requirements and is only a money sink. The only reason to train it to a high level is to get an easy highscore or total level boost.

Also, why would the inspired carvings cost MORE ore (and higher levels of them!) as they get more advanced, but don't add any additional benefit? It should cost either *fewer* of the higher level ore, a significantly increased chance to mine double ore, or more chances per necklace (otherwise, how would you get the 4 rune ore back???)

13-Jun-2014 23:21:47

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