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Dev Blog: Artisan Skill Thread is locked

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Ole Johann
Dec Member 2023

Ole Johann

Posts: 1,111 Mithril Posts by user Forum Profile RuneMetrics Profile
I think you should include the gathering skills to make it a much more relaxing and enjoyable skill to train. Running around everywhere buying out whatever supplies you can get your hands on to quickly use it all up sounds just awful.

Also keep combat out of this, including the rewards. I think the rewards should be new items to make, new locations to train and such, not 'a chance of a better item x' that's possibly O*.

And please don't **** up runecrafting by giving us a chance for double runes without the required level to actually double. Atleast outside an Artisan task.

13-Jun-2014 23:24:48

07 Ashley
Dec Member 2010

07 Ashley

Posts: 2,208 Mithril Posts by user Forum Profile RuneMetrics Profile
I feel most people are saying "No" to this because it sounds rather complicated.
When I first heard about this skill and someone described it as "slayer for skillers", it really did peak my interest:
I imagined going to various skill-task masters around Runescape based on my total skill level and getting assigned some silly gathering skill (although production is possible, but people could buy it quicker).
I imagined doing the task and going back to the task master over and over again until I was 99.

But I was left wondering:
...Well slayer has me slowly move through these monsters and get access to amazing drops as it gets better. I get points and use them for rewards....
So what will Artisan do to make itself stand out and have its own rewards.
I can see what we are TRYING for here with these idols, clothes and other items...
The PROBLEM is they just BUILD off other things....
There is nothing NEW, nothing exciting...or not exciting enough.

I am not interested in killing the economy, because I think what we have going on here is pretty good.
Resource areas accessible at higher levels would be cool.
I would love to see a ZMI-like altar with better XP, but less GP be accessible.
Don't really want to ruin XP rates either.

It really is a fine line making this skill STAND OUT, without ruining XP/GP...and keeping simplicity at the same time.

I will probably still vote yes, just because I really do not care either way, but it does need improvement.

13-Jun-2014 23:26:28 - Last edited on 13-Jun-2014 23:28:37 by 07 Ashley

FixedCost

FixedCost

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Like the idea apart from the idol part, also with the cost of skilling supplies rising like crazy this would only make it worse :/


The thing about the cost of supplies rising is that it gives the opportunity for players to make money off the collection skills. That's a win/win in my eyes.


With all due respect, open your eyes to the real runescape, the majority of players will train artisan the quick way while, if any will fish sharks, cut magics, or even craft 100 vials...

I honestly think this skill needs to be started from scratch and taken more time to come up with a better presentation because what I read from the Dev. blog was a big disappointment. I know you can do better so please revise the entire skill and present it in a more appealing manner.

A few ideas I would like to bring up are that if Artisan is a new skill, It will be a new skill that instructs us on how to play the game. For example, a player who has the goal of getting maximum total level, must be instructed on how to train skills which reliefs one of their freedom. Why not make Artisan a minigame or something different for players who would like an extra reward from doing such exotic (dead content) methods. For example calling it a labor skill, where your boss instructs you to fish * amount of sharks, and by doing so, he rewards you with a degradable harpoon which catches 2 sharks per catch for 50 sharks, with no additional exp. Which does not overpower, but it does give a player incentive to fish sharks and introduce more supplies to the market.

3/10 for current Artisan Dev Blog.

P.S.
Remember you brought us back Old School and we love you for that, but don't ruin it again with incompetent updates.

13-Jun-2014 23:31:34 - Last edited on 13-Jun-2014 23:33:03 by FixedCost

Eisa

Eisa

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A new skill is pretty much one of the most fundamentally "un-old school" updates you could do. No thanks.


Wt* you on about... New skills are very Old School! There was new skills coming out constantly back in the day. Updates are also very Old School. I loved it back in the day when I would see system update and get excited over what the update was.

13-Jun-2014 23:56:35

[#U309WTW35]

[#U309WTW35]

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My vote: No

Reasoning:

Crafting skill- You craft valuable items
Mining skill- Mine valuable ore
Farming - Create valuable herbs

ETC....

Now
Artisan - Upgrade this list of non-combat related skills into better more diverse skills.

I feel as though Artisan would be too much of a necessity. Players who, say, main Mining as their primary skill would no longer be making optimal profit without ALSO leveling Artisan.

Anyone who wants to effectively and optimally level/gold farm one of the professions listed is also forced to level artisan as well. This greatly "devalues" all the other professions on a main account while Artisan's "value" will be placed very high.

Might I suggest a skill that has less inter-connectivity between other skills and more of a unique way of rewarding players through it's own unique mechanics?

14-Jun-2014 00:26:51

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