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Dev Blog: Artisan Skill Thread is locked

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Justonion

Justonion

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The skill idea is good on paper, but the rewards are lacking. I know this skill was designed as the "Slayer for Skillers," but it simply won't work because it affects too much of the game's current content and other skills. As for feedback (I know that's the main point of these posts), I would vouch for a skill that doesn't affect the current gameplay as much.

Archaeology, maybe Sailing


Overall - would vote no as is.

14-Jun-2014 21:57:33 - Last edited on 14-Jun-2014 21:58:46 by Justonion

Xhanthor

Xhanthor

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So was reading the earlier post and I think I have an idea about what to do if you have 99 in a skill and don't want to get tasks from an artisan to train those skills.

Perhaps if you have 99 in a skill you will have a special option in conversation with the artisan master that will give you a special task or maybe a mini quest to prove to the artisan your mastery of said skill, which when completed will give you the option to not accept tasks in this skill. However even if you do get 99 in a skill and complete the special task you can still accept tasks in those skills if you want to, like if your working on getting 200M xp. Let me know what ya'll think.

One other thing, what is the purpose of the clothing for rangers and mages, I noticed most of it had fairly low attack bonuses and no defense bonuses. Maybe I'm just missing something but it seems kinda useless.

14-Jun-2014 22:09:21

Zahnder

Zahnder

Posts: 21 Bronze Posts by user Forum Profile RuneMetrics Profile
Mod Mat K... I love that you have tried to make something in a Old School feel, but this is not really nailing it at all. Sad to say that, yes, I voted this, but will vote no on June 18th. Seeing this now completely thought out, it really doesn't look like fun at all, just more or less a grind of other skills in order to get another skill. In my opinion, I think a new skill that requires the player to get everything they need to do the skill on their own makes a skill very difficult, yet very rewarding. Back when Herblore had Extreme's and Overloads, yeah they messed with the combat, but it made getting a high level actually worth the time, not just for a fancy cape and bragging rights. Now I still think that half of the fun of getting a 99 is to just being able to say that you fought through the long hours, but now with buyables it down to "Hey look I spend a few Mil and I get 99 Cooking in a week!", what is the fun in this? I think in order to create a new fun, and inviting skill is to make everything with the skill hard to find, or completely untradeable. Yes this would create a very long skill to get a 99 in, but for instance, look at Agility. When you see a person who has an Agility cape you go "Wow... I respect that guy because he put all that time in a very boring skill." Now I'm not saying make a boring skill by any means, but I AM saying make a skill that involves a lot of time, so that seeing that 99 skillcape, and achieving that 99 skillcape, is more worth it in the long run, make the rewards in the upper levels 85-99 REALLY worth getting.

Regards, x Waiting x

14-Jun-2014 22:27:43 - Last edited on 14-Jun-2014 22:30:25 by Zahnder

Bodyguard 0
Feb Member 2023

Bodyguard 0

Posts: 65 Iron Posts by user Forum Profile RuneMetrics Profile
No no no no no no.... NO!!!

Dev team, you have done all this work without even thinking about the fact that the majority do not even want a new skill! The "Top 5 skills" vote forum was mainly filled with responses of people saying "where is the 'no new skill option?'

Do not uproot the game like this, please, otherwise I may as well just play Rs3 for a game where things get easier and easier until they become worthless. I like the slow play, the grind and the satisfaction. Don't ruin our game like this.

The only skill that would have been good for Old School was Marauding and that was not even given a chance.

PLEASE NO ARTISAN

14-Jun-2014 22:46:23

Alpaca

Alpaca

Posts: 755 Gold Posts by user Forum Profile RuneMetrics Profile
Please remove
"Superior Items"
in favor of Content Reviving. The idea of old content that is rarely ever used. I only have one idea for this currently, but will come up with more!

1. Firemaking/Cooking Log Efficiency - No one ever uses logs to cook their food, but what if at the right Artisan level and Firemaking level. You would be able to create a more suitable fire to cook your food on resulting in less burned food than the traditional methods.

Let's give the cooking range a value of 100 Units. This means anything below will burn more and anything above it will burn less.

Regular Logs = 70 Units, 1 Artisan, and 15 Firemaking, w/ Artisan Tinderbox.
Oak Logs = 80 Units, 15 Artisan, and 30 Firemaking, w/ Artisan Tinderbox.
Willow Logs = 90 Units, 30 Artisan, and 45 Firemaking, w/ Artisan Tinderbox.
Maple Logs = 100 Units, 45 Artisan, and 60 Firemaking, w/ Artisan Tinderbox.
Yew Logs = 105 Units, 60 Artisan, and 75 Firemaking, w/ Artisan Tinderbox.
Magic Logs = 110 Units, 75 Artisan, and 90 Firemaking, w/ Artisan Tinderbox.

This results in same effectiveness for cooking with Maple Logs.
This results in 5% more efficient cooking with Yew Logs.
This results in 10% more efficient cooking with Magic Logs.

Keep in mind the logs burn out and this can be costly to keep going. So their is pro's and con's to this. It may even be awesome to see a firemaking / cooking clan result from this which can burn the logs and every so often burn a magic log for the cookers @ a bank.

14-Jun-2014 22:59:32 - Last edited on 14-Jun-2014 23:04:57 by Alpaca

Moist Elax
Aug Member 2022

Moist Elax

Posts: 1,962 Mithril Posts by user Forum Profile RuneMetrics Profile
Let me first start off by saying I voted YES to artisian in the skills poll. However after reading how exp is generated and the rewards, I will for sure be voting NO to it unless there is a HUGE change. Everyone has a similiar idea of what an artisian is and I don't think the skill reflects much of it. Creating new items is key and the whole pickaxe/hatchet section is almost pointless because it just saves 1 inventory space. Give them a chance to get materials at a better rate as they become higher in the skill so that it actually gives them a reason to become higher. The monster idols aren't appealing as the level 66 and 94 give the same damage increase....how about some healing over time effects along with maybe making the idols hold items for us? The ability to enhance existing items?

Here is some of the things i think these different idols should do

-Increase the chance of extra farming produce *similiar to juju potion*
-increase the rate at which you get certain logs based on the idol
-increase the chance of getting ores faster *like the lava titan from summoning*
-increase the chance of birds nest/while also making the seed better *higher with a higher idol*
-heals the player an *x* amount of hp every 15 seconds and *like bunyip*
The superior cooking idea needs to be creating rings/or something that gives the ability of cooking superior food *also yielding more exp* for example
level 15 creates bronze artisian ring which only adds 1 to foods cooked
level 35 creates silver artisian ring which adds 2
level 65 creates gold artisian ring which adds 3
level 80-85 creates diamond artisian ring which adds 4
level 99 creates platimum or onyx artisian ring which adds 5

Getting exp is terrible. It's almost like getting a slayer task no one likes to do and not having points to cancel it x 10. Crafting 100 vials and only getting the crafting exp equal? No thank you

I think that should be adding in for bonus exp and next post ill explain exp

14-Jun-2014 23:30:37

Moist Elax
Aug Member 2022

Moist Elax

Posts: 1,962 Mithril Posts by user Forum Profile RuneMetrics Profile
HOW EXP SHOULD BE REWARDED

First from what i see the skill isn't independant on it's own and seems to require other skills in order to train it which defeats the whole purpose in being an artisian. My idea was that it aids other skills.

Exp should be rewarded by having the player scavenge from junkyards for scrap metal and these can be iron/copper/steel. Of course the player will have to have a certain level in order to obtain these different types. Then the player will also get exp in melting down the scrap metal at the new *artisian forges placed like furnances* to turn the scrap into metal sheets which can be used in place of motes of inspiration or can be converted into them. Also maybe these can also be used to make metal bars from smithing *using 4 steel sheets can be converted into a steel bar* of course this can be voted and one idea with this is making rings that give more cannonballs per steel bar or speeds up the process just a bit? Exp can also be generated by having players drop *poll voted items that we deem not useful* into a pit that will be converted into motes of inspiration or stripped of it's copper/iron/steel components like people do with computer parts in stripping the gold. Then we can use those components in the forge and melt it down. Of course this won't give much exp *like smelting bars* but it's a decent base to start with.

Next we can determine the exp rates for creating certain items just like rates for exp when smithing platebodies etc.

Artisians make existing items useful to create brand new items just like scrap metal is used or how people recycle. I think maybe artisians should be able to alter the excalibur and other items by doing those task from the master to get points *like slayer* and bonus exp. Points can be used to learn special add ons such as making the excalibur an enhanced excalibur and if there are no plans in creating diaries to bring back diary pieces such as varrock armour etc next post i'll explain

14-Jun-2014 23:30:48 - Last edited on 14-Jun-2014 23:59:02 by Moist Elax

Moist Elax
Aug Member 2022

Moist Elax

Posts: 1,962 Mithril Posts by user Forum Profile RuneMetrics Profile
Special armours and abilities from doing task

So like i said if diaries aren't planned then we can use the masters as a way of getting bonus exp and points to learn the ability in making new armours for skillers. While my idea already makes rings/necklaces etc which can increase the chances to get more raw materials, we can make these new armours teleport us to skilling spots. Such as the ardy cape did with teleporting to it's farming patch and the ring did with the fally patch......artisians who complete task can use points to learn how to forge these items to teleport to *poll voted areas* some items that can be learned are:

Cloak of artisian
Helmet/headband/googles/glasses/whatever for the head of artisian
ring of artisian
boots of artisian
maybe not gloves but if possible yes
shield of artisian

Each of these items have teleports to certain farming patches/mining areas/tree spots etc.

Other rewards include
-Enhanced excalibur creation
-insta-grow/gain which will cost a nice amount of points but instantly get an item (such as instantly growing a farming patch, instantly getting a set amount of logs/ores...not for rune though but....instantly respawning the rock to mine?
-more can be added for other skills as people see fit.

Clothing is the last thing on the list and love the idea of linen and cotton which can also give small exp like picking flax and spinning bowstring. Also silk will be useful form merchants and be valuable so with these in making armours for pures is fine but should not be close to the ones that require defence. Most of them should have decent attack stats with little defence bonus. Also I think these can be used to add to already existing armour stats except gwd items and maybe barrows too. Example would be giving a rune boots a small attack bonus or increasing the amulet of strength/RFD gloves.

Last idea is artisians flasks that can combine potion effects? or make more doses? Example: Super strength/attack in 1 or 6 dose pots?

14-Jun-2014 23:30:56 - Last edited on 15-Jun-2014 00:17:47 by Moist Elax

The Cowshed

The Cowshed

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For superior runecrafting, I'd rather see a bonus to xp than a chance to double your runes.
I'm not talking of double xp either, even as little as 3% working up to 15% as a chance for each individual rune. Runecrafting is a slow skill and a boost like this wouldn't be too big a jump. Admittedly the amounts I give here may even seem too low, but this is just an example after all.

Gathering skills used in Artisan seems to be mentioned quite a bit, by those that are leaning towards a yes anyway.
I'd be against 'Gatherer'. The skill described here but only where you gather certain items. I Like that Artisan will increase the prices of stuff, making skilling more worthwhile. I do want to see gathering skills being used here though, maybe after 3-4 artisan tasks you get given a gathering task, or maybe make one of the artisan tasks a self-sufficient task.
My example is.
Task 1: Craft X vials.
Task 2: Fletch X maple longbow (u).
Task 3: Craft X fire runes.
Task 4: Fish and cook X raw lobsters.

Also I like the idea mentioned early on about having some sort of 'points system', similar to slayer.

15-Jun-2014 00:07:26

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