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Dev Blog: Artisan Skill Thread is locked

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Grant Aidan2

Grant Aidan2

Posts: 1 Bronze Posts by user Forum Profile RuneMetrics Profile
I am very excited about this new skill the only thing im not too sure about is having it specifically rotated around skills or tasks that you need to buy and make something. i think it should have more skill like woodcutting or mining that tells you to for example "Cut 110 yew logs".

Im completely behind this skill, but i dont want it to turn into a skill you need to be rich to get a 99 in or want to take all that extra time collecting random items to complete set tasks. it shouldnt be like prayer for example that compared to skills like woodcutting are unthinkable for a player like myself because i dont have millions of gp.

Thankyou, but i just think if the tasks went along the lines of "cut x amount of y" instead of "make x amount of y" which would make you buy all elements to what you had to make..

thanks :)

15-Jun-2014 11:14:55

War tortoise
Sep Member 2011

War tortoise

Posts: 9,490 Rune Posts by user Forum Profile RuneMetrics Profile
Original message details are unavailable.
15% is just op.
and a skill to train a skill isnt a skill :/

Sounds like your also describing the slayer skill.

Finally somebody gets that slayer isn't a skill.
Lost Woods numba 1, (NOT EE, Those scrubs are liars ;p)

*~War Tortoise

15-Jun-2014 13:14:11

Lord South

Lord South

Posts: 32 Bronze Posts by user Forum Profile RuneMetrics Profile
Original message details are unavailable.
Original message details are unavailable.
The concept is brilliant, and has potential to be as popular as Slayer is. Here are my humble opinions on how and why.

Make it rewarding - like slayer. You have slayer only monsters like abyssal demons and cave krakens that you can't harm unless you've spent a lot of time grinding slayer. And the rewards have impact the game majorly. Like the legendary Whip, and the staff of the dead. For Artisan, make items that only a real craftsman can make use of. Perhaps a new tree, fish, rune, farm patch or something totally new but in the spirit of what I mentioned above.

In regards to the above post. Maybe new resources that require potentially very high Artisan and the existing artisan-like skills that can be used to make very rewarding items.

Make it useful - like slayer. Don't make rewards tradable. If I could pay 100k for access to abyssal demons I wouldn't train slayer. Also, the whip would drop in price. Of course, the whip is tradable, but the art of getting it isn't. Something similar should be brought to the Artisan skill.

Make it slow - like slayer. It sounds to me as you have this in mind, but I just want to point out the importance of this. Making the skill slow will make it prestigious and a lot of players will enjoy it more - ironically some might say. It will also fit well with the great rewards this skill should bring to the player.

My point here is to design it much like slayer - and we all know how important slayer is to the game. I'm sure you'll pull it off. Artisan has the potential to become a favorite.

Well said, well said.


this is exactly what i was thinking ^

No support for the 15% damage boosts tho

15-Jun-2014 14:23:20

Happyness

Happyness

Posts: 1,104 Mithril Posts by user Forum Profile RuneMetrics Profile
I don't think I could vote for any version of this skill. It will take up much more bank space to store items needed for assignments and the superior versions of food/arrows. The rewards don't seem worth the work/bank space.

Assignments: Clearly some assignments will give much better xp than others; who wouldn't prefer a cooking task to an rc task? A construction task could be very expensive compared to some of the other tasks. There will be guides stating what skills you should and should not level to certain points to get the best Artisan assignments. If a point system is used, I see a lot of opportunity for gaming the tasks to obtain the best assignments.

Rewards seem uninspiring overall.

Idols: How long does their effect last? 5 minutes? 1 kill? 100 kills? How will we keep track of the time/kills left? Will they stack in your inv so you can carry lots of them? In the ingredients list, where it says, for example, 15 motes, wolf bones, oak logs, is that 15 of each or 15 motes plus one each wolf bones and oak logs? Wolves, goblins, even to some extent giants and ogres: these aren't all that hard to kill, and might not be worth bothering with idols to kill them if the cost/inconvenience is too high. I might use dragon idols, probably not the others.

Artisan Tools: No benefit to most players, and a 1 inventory space savings for the rest while they are mining/wcing.

Superior food items/fletching: Looks like it will double the amount of bank space I devote to food/arrows, since now I will have 2 variations of each type to store. The increase in hp healed by the food isn't very impressive.

Superior runecrafting: Runecrafting is hard work but maybe the most profitable skill in the game. Adding more runes via more multiples will reduce prices, but also reduce the rewards for training this very slow-to-level skill.

Clothing: Looks like mainly items for pures, for getting more motes, and for creating superior items. Overall, yawn.

15-Jun-2014 16:44:38

Nota
Dec Member 2009

Nota

Posts: 17 Bronze Posts by user Forum Profile RuneMetrics Profile
I really don't see why Jagex have to keep on adding new things into OldSchool runescape. Why can't they just let us play maybe just adding in things like The Grand Exchange and some other stuff.

15-Jun-2014 16:56:14

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