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Dev Blog: Artisan Skill Thread is locked

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Ashxin
Dec Member 2010

Ashxin

Posts: 188 Iron Posts by user Forum Profile RuneMetrics Profile
I'm gonna vote no for this. It seems pointless and I don't want this kind of crap infecting *Old School*.

In all honesty, I wouldn't mind this if it was added as a minigame or D&D kind of deal, but it has no business being a new skill.

16-Jun-2014 21:00:19

Tyrant Robot

Tyrant Robot

Posts: 22 Bronze Posts by user Forum Profile RuneMetrics Profile
In my opinion this would be best as a minigame. I do not see the point in adding a new skill in which you have to train other skills to level it up. I would much rather have a skill like sailing that adds a whole new aspect of the game that does involve other skill, while still being its own skill. Its going to be a no for me, and I would really like to suggest doing a pole for the skill "sailing" I think that would be an amazing skill to add to the game that could be very fun to train, and add a ton of new content, E.g. new bosses that you have to sail to, and require a certain level in sailing to get to, or new island that have places to train other skills.

16-Jun-2014 21:40:12

Lewcifurr

Lewcifurr

Posts: 497 Silver Posts by user Forum Profile RuneMetrics Profile
Original message details are unavailable.
I can understand the complains and I personally think this still needs much improvements...
How I see it should be:

1st: Make this work with all skilling skills (mining, firemaking, hunter, construction...). Make us the ability reroll tasks with artisan points. But not to remove tasks of the skill completely if you are 99, or else people with many 99s will block the slower ones (eg. runecrafting) and then get tasks in fast skills (e.g. woodcutting, firemaking). The rewards should be "craftable" with a certain level in artisan. Also make it possible to make normal clothing to our character, just as Thessalia in Varrock. :D

2nd: Make some areas that you need artisan level to get into where you can find resources, like oak trees and fly fishing (low artisan level), yew trees and mithril ores (higher artisan level).

3rd: Make
quests
for us that need a level in artisan and we get xp in it from. Skills without quests are like they shouldn't actually be there.

4th: Don't make this skill benefit combat too much. Make those items to Slayer. Instead, give boosts to skilling skills, like double xp seeds to farming, or an item you have in your bag, giving 1.5x xp in firemaking for eg. 10 minutes, and so on.

5th: In eg. Runecrafting is quite low xp, could we get more xp in artisan, like 1.5-2x? Artisan shouldn't be too slow to do, or should it?

6th: Don't make it possible to buy items like this:
* Task: Mine 100 coal.
* What you do: buy 100 coal.
* You claim your reward.
This is not how it is meant to be!

Sorry for my English

--E.J.K--


I agree with this. Resrouce areas would be good but if they were implemented hopefully they wont be too similar with dungeoneering resource areas.

16-Jun-2014 22:01:54

It Marcel

It Marcel

Posts: 1,187 Mithril Posts by user Forum Profile RuneMetrics Profile
Id like it to be more real-life science based with some actual research. Like amylase to boost your pots (its not actually how it works but the idea is good). This would be much more complicated to make but is more diverse and refreshing than a skillers version of slayer.

Having weekly updates of new researchable content that slowly progresses RS. Not like computers or rockets but stuff like drills (construction), saw(wc), growth hormones(farming) and other useful items.

17-Jun-2014 01:12:10 - Last edited on 17-Jun-2014 01:29:46 by It Marcel

TCHMYTRALALA

TCHMYTRALALA

Posts: 50 Iron Posts by user Forum Profile RuneMetrics Profile
Not even sure how you people can like this! This isn't Runescape anymore. It's more like a Runescape Private Server.. Adding all this random stuff to the game, that's not needed.

This was suppose to be 2007 Runescape >_>

17-Jun-2014 01:41:30 - Last edited on 17-Jun-2014 01:42:07 by TCHMYTRALALA

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