Firemaking- Burning magic logs allows to not burn food or at least not past x lvl of cooking. It could even be combined with cooking gaunts to lower burning level.
can you imagine how much Magic logs would be if you couldn't burn food on them?
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If this gets in the game, I quit.
I can tolerate most updates, but I agree. I didn't come back to play a continuation of Rs2, I came back for Old School RS. A new skill is really crossing the line into what is not "old school". What a waste of time.
14-Jun-2014 17:40:17
- Last edited on
14-Jun-2014 17:41:36
by
Runite
[/quote]
can you imagine how much Magic logs would be if you couldn't burn food on them?[/quote]
That's why I said maybe combined/ act as cooking gaunts, example 94 is the level to not burn sharks make it 87 or 90 while cooking on a magic fire while wearing gaunts. Also at this point in time gaunts don't work with monkfish that could be incorporated as a rework.
Yup... don't want any of the new things this skill would bring... We simply
don't need
them and they'd complicate the game too much. Not to mention item prices.
Task systems like this is RS3 material
. Absolutely not osrs. So NO NO NO!
Things would be different if it was a new gathering + creation skill combination, yet one that doesn't boost existing content at all like those monster icons do.
What osrs now needs is definately
not a new skill
. Existing skills should still be gives MINOR tweaks, such as adding a reward to the slayer point shop that allows player to see even more cool things like how the slayer helmet does now with the "monsters slayed" count.
Smithing
for example doesn't have any real benefits to players who train it, other than meeting certain quest requirements. Fletching being just the same, along with some other skills too.
These skills need small additions to them. Thing you can make at 70-99 levels. Things that
aren't tradeable
. Yet things that won't effect combat and other skills like overloads did back in the days. These things could even be 90% only cosmetic with little to no use at all anywhere. As long as it makes one feel, "it was worth getting that 85 smithing" or 90 fletching.
Some ideas
:
-At level 90 smithing you can make a level 70 one-handed crush weapon if you find all the required things for it, materials, creation plans, creation tools. (This item wouldn't have much of an effect to combat other than being the best weapon of choice for a couple of slayer tasks. People would still use whips since they're easier to acquire and are just as good.)
-Crafting and magic at high levels combined, you could tweak the ring of wealth to shine when it effects what loot you get.
-With high fletching level you could tweak a bow so it shows how many arrows it has fired. Higher count painting the dark bow even darker. (Small thing, yet very cool.)
Doesnt sound like we will get to vote..they are already working on it.....so all that BS about players deciding direction is just that BS....
Anyone still believing they have a choice and is being honest would know you hold a vote before spending hours developing a skill....It is no different than the way they distroyed original runescape....
The problem with this skill is it affects the entire game and many different skills. Take Hunter for example; you can easily never level it and it would have virtually no impact on your playing experience (save not having the spottier cape, but this is minor). Hunter is an amazing skill in my opinion and I love to train it, but those who do not enjoy it won't feel like they are forced to level it in order to gain an advantage that other players will have over them.
Players do not want to feel like they are forced to level a skill in order to compete with other players who do. If I am a 99 ranger and an other 99 ranger is hitting higher than me because they have a high artisan level, this is not going to make me happy and I will feel forced to level artisan in order to match him. This is exactly what rubbed people the wrong way about Dungeoneering - someone with the same mining level as me can get more experience an hour because they trained a skill that has nothing to do with mining.
I get that there are quest requirements and you will be inevitably forced to train skills, but Artisan is too much. It will affect every area of the game and open the door for excessive amounts of content that will over-complicate the game. Keep it simply. The OSRS team is doing a fantastic job at creating quality content without shaking up the nostalgia that so many players love about the game.
Add a skill that adds a small advantage but doesn't force players to feel like they have to level it. Or don't add one at all.