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Dev Blog: Artisan Skill Thread is locked

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Y A N I

Y A N I

Posts: 15 Bronze Posts by user Forum Profile RuneMetrics Profile
Original message details are unavailable.
This is a definite no for me.

This skill changes the game way too much. I am all for a new skill, but I want it to be a stand alone skill that doesn't increase xp/damage etc of other existing skills. This is exactly where RS3 went wrong by adding too much content and making the game more complex. Simplicity is key to quality in OSRS.

The OSRS team is doing a fantastic job at improving the game by implementing small updates that steadily improve the quality of the game. I would like to see more of this.

Necromancy is what we need. It has been suggested by players since RS Classic and I

cant think of anything cooler than resurrecting the dead to protect/fight for your character. Make it happen please :)



I couldnt agree more. Oldschool runescape is all about simplicity, think of wc/fishing/mining/cooking/fletching etz... All you do is click one spot and keep grinding it. This skill would be way too complex and lacking of good rewards.

14-Jun-2014 12:59:56

Blueflour

Blueflour

Posts: 621 Steel Posts by user Forum Profile RuneMetrics Profile
"Superior fletching – When fletching you may also be able to make superior arrows, these arrows will do slightly more damage than their normal counterpart as well as not disappear as often when being used."


Instead the counterpart arrows won't sell. I rather buy arrows that do more dmg. Unless these arrows are untradeable?
Could make it, that when fletching, you have a chance of making double or instead you get extra xp when you** made a good item. this doesnt add value to dmg or price.

14-Jun-2014 13:24:10

rhent

rhent

Posts: 3 Bronze Posts by user Forum Profile RuneMetrics Profile
Um, can you guys NOT do this? I dont know why you think change is always a good thing. This is changing runescape way too much for my liking. Please do not create this skill, let alone any new skill. I'm playing Old School Runescape because it is OLD SCHOOL RUNESCAPE. Why is it necessary to change so much? We obviously like the game AS IS. I completely disagree with the choice you guys have made to bring in a new skill. Disappointing to say the least.

14-Jun-2014 13:56:57

Oddhexevoke

Oddhexevoke

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I'm really half and half on this.

Pros:
Different outlook- we've never really had a skill like this in RuneScape's history
Induces self-reliance- players have to make their own stuff

Cons:
Resources- Prices will plummet. Nature runes will go down to the low 100s due to people potentially being able to create 4 nature runes from a single essence.
Rewards- Much like dungeoneering, this skill is heavily geared towards the idea of rewards. In this sense, it's too much like a minigame. The only reason people would train this skill would be for the rewards, which therefore would make it more suitable as a type of minigame rather than a skill.

I'm more passionate about the cons, but I'm still so-so on the idea.

14-Jun-2014 13:58:06

More Larss

More Larss

Posts: 351 Silver Posts by user Forum Profile RuneMetrics Profile
Original message details are unavailable.

Cons:
Resources- Prices will plummet. Nature runes will go down to the low 100s due to people potentially being able to create 4 nature runes from a single essence.

The mod team have a big focus on balance and keeping this game "hard" in terms of having to work for experience and rewards. IF they bring in an update that dramatically increase the amount of nature runes in this game, they will add something that use nature runes as well. Remember that this skill still is at an early stage of development.
Original message details are unavailable.

Rewards- Much like dungeoneering, this skill is heavily geared towards the idea of rewards. In this sense, it's too much like a minigame. The only reason people would train this skill would be for the rewards, which therefore would make it more suitable as a type of minigame rather than a skill.


What skill isn't based on rewards? You train attack to hit more accurately, strength to hit higher, mining to be able to mine higher level ore or mine faster, slayer to be able to kill abyssal demons and cave krakens etc.

That's the nature of runescape. You grind to become better and access new things. Therefore new things has to be added into the game so we always have things to be excited about.

14-Jun-2014 14:19:54

IC3K1NG

IC3K1NG

Posts: 4 Bronze Posts by user Forum Profile RuneMetrics Profile
I am really not liking the look of this so far. The reason OSRS is so popular is because of it's simplicity. The reason many people quit current RS (pre and post EOC) was because the simple game we all loved was being over complicated with unnecessary features and editions. This skill (while initially I though would be perfect for OSRS) would not only give ridiculously ** new features into the game (extra damage arrows, for example) that really are not needed, but would also have a huge, drastic, long-lasting effect on the economy that would cause seeds and other, already difficult-to-obtain items, to skyrocket in price due to increased demand.
Instead, I would highly suggest adopting what made slayer so successful. By offering new resources for devoted players. I'm not talking about increasing damage of arrows or the protection of armour, but instead offering whole new sets (new rocks to mine and in turn smith into new-and-improved weapons and armour (similar thing with fletching etc.)).
You guys have an incredible opportunity here to make this skill the new biggest thing that I can see becoming very popular, but you MUST revise you plans. I would also advise introducing resource gathering skills into the list.
So: typical hierarchy. Beginning levels (1-30) possible tasks could include mine so many of x ores/ wc this amount of x logs. At a certain level, you gain access to new resources, allowing for new items to be crafted from them. Now, one very important aspect is to keep the effect on combat minimal. Offer equipment that instead compliments the Artisan skill itself, as well as those skills that are used in conjunction with artisan (you wouldn't gain access to skilling items through slayer).

Really think about where you could take this skill and turn it into something revolutionary for the OSRS community :)

14-Jun-2014 15:20:04

CRITlC

CRITlC

Posts: 33 Bronze Posts by user Forum Profile RuneMetrics Profile
Okay, first of all, to the players:

1. Please stop saying this is "forced on the community." You don't have to train any of the skills if you don't want to.
2. You don't HAVE to buy an item. Your character can run and collect. Go do it.
3. It is a "new" skill, in the sense that they are working to make it what we want. So give them some help here, instead of ragging their first draft.

To Jagex, some further considerations:

1. I think everyone else mentioned it, but it was the first thing that come to my mind too. Please put gathering skills in. I am a player who likes to find the best places to gather an item or get experience. However, I regularly switch it up for variety, and I think the skill offers this.
2. I think this does create "best in slot" items for one defense pures (clothing), which don't seem that hard to obtain. Same goes for the idols (new best way to train), superior arrows, and food. I think a better way to handle this would be higher chance to get two of whatever item is your task (based on artisan level) without using up the resources. If you got the increased experience too, it would make training slightly more viable and more interesting than no-lifeing it. Do away with the stuff that is trying to pull in combat.
3. Something else I thought of was the tools and in wilderness. If these can effectively replace up to rune, there is little risk taking to mine runite ores, chop ents, etc. Instead maybe put artisan specific resources with best spots to train in the wilderness. This would encourage people to spend more time there, rather than risk less. Obviously, this is tricky after you have already put so much in, but maybe it could be a artisan workshop, or resource cavern, or something?
4. The rewards system should be like slayer with tasks that you hate being blocked for points, increasing tasks you like, and "best" ways to skill, or items being unlocked after a good amount of work.
5.Unique unlockables at high levels.

14-Jun-2014 15:20:54

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