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Dev Blog: Artisan Skill Thread is locked

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Onyx Alt

Onyx Alt

Posts: 22 Bronze Posts by user Forum Profile RuneMetrics Profile
This just feels alot like like the daily tasks you get in RS3, which I think is great for that game but for Oldschool....meh. However you guys have not failed me yet with quality updates so if you think this would be a good addition to the game BRING IT ON!

Also regarding the clothing making(favorite part of the skill) could we add customization to the clothing? After all we are making our OWN clothing, perhaps using dyes to color parts of the robes or maybe add pictures of items we collect to be sewn onto them? This would be great for clans!

Another idea, what if we had the option to enhance skilling armor sets (lumberjack, mining suit, not sure if there is more...) to act like some of the artisan robes also. For example they can increase the chance of obtaining motes.

17-Jun-2014 16:22:01

Onyx Alt

Onyx Alt

Posts: 22 Bronze Posts by user Forum Profile RuneMetrics Profile
Original message details are unavailable.
I think the rewards system in the blog should be scrapped. Make it more like Slayer rewards.

For example, if you have a higher artisan level, make it so you can fish for a new kind of fish which requires an Artisan level of 50, or you get a new farming patch with a new type of vegetable when you are higher than 60 Artisan. Stuff like that.

It should not have any combat related rewards whatsoever. And I will vote NO on the whole skill if this is not true. There's a reason why overloads were removed from pking in Runsescape. You shouldn't need to train herblore to an ungodly level in order to have a fighting chance in PVP.

My thoughts:
Creature Idols - No. They help combat, and they are way too complex. If you want idols, make them buyable with artisan points and make them help with skilling stuff. Maybe like urns in Rs3.

Artisan tools - Yes. Much like slayer rewards. Earned through skilling and they help you when skilling.

Inspired carvings - Possibly. This is the right idea, but again too complex. How about instead you can buy a necklace or gloves that gives you extra ore while mining and it crumbles to dust after it gives you X amount of ores?

Superior Items - No. For fletching and cooking, this is just lame. Who wants to have extra items which are barely more powerful than regular ones? For runecrafting, it's OP. Always having a chance to make more runes? Instead, how about an item that helps you with runecrafting, but degrades (like runecrafting gloves or altar tabs or other things from the GOP rewards shop in regular RS).

Clothing - Probably not. Again, way too complex. If there is a clothing reward, let them just buy it with the motes. If you want to make them tradeable, that's OK too, but if they are tradeable, then I think they should have an artisan level requirement to wear them. But none of the clothing rewards should give com


THIS^(ran out of room)

17-Jun-2014 16:31:57

Spade Thief
Jan Member 2022

Spade Thief

Posts: 34 Bronze Posts by user Forum Profile RuneMetrics Profile
Well honestly I wouldn't mind a "taming" skill as that's how I thought summoning would be but I'm pretty sure this was a none combat based skill so that ruins my whole idea behind taming.. That being said; it honestly looks like we have a group for "sailing" which would be a great idea as you can level up by having a bigger boat, getting more crew, better fishing, new fish only obtainable from the new sailing skill etc. Sailing just seems like it'd be a better option and you can be lazy and just add say your fishing, construction etc. as it's not too hard to actually think up :D Make it though so everything about the skill is all about what you do, what you catch etc. and make it 100% none buy-able I think you'd have a huge voting of yes for this (Y)

17-Jun-2014 17:29:55

Sk8r Dan Man
Feb Member 2013

Sk8r Dan Man

Posts: 374 Silver Posts by user Forum Profile RuneMetrics Profile
Firstly, keep in mind that with artisan xp gained at a 1/1 ratio to the associated skills, artisan will quickly sky rocket past the other skills. As it currently is, the Artisan skill will gain approximately 8x more xp than the other associated skills, because it gains xp equal to the sum of what you gain in all those other skills. If I train Artisan to get the associated skills up to just level 50, Artisan will already be sitting at level 70. By time the associated skills are up to an average of just 75, I'll already have lvl 96 artisan for the Master Top, which is the apex of the skill, and a few more levels in each skill to lvl 77-78 will already earn me lvl 99 artisan.
To keep the Artisan skill closer in line with it's associated skills, I recommend reducing the xp rates closer to 15-25% of the xp gained in the associated skill.

Secondly, I don't necessarily see any problem with having some of the rewards associated with combat. Although some of us might not like to admit it, combat is the most popular activity in the game, and those that come second closely aid combat in some way. I see little reason why this skill should appeal only to us skillers. However, I think the way this skill aids combat needs work.
Humanoid, dragon, demon, and possibly giant/ogre idos seem to make enough sense, and I can see uses for them, but what's the point in having goblin, wolf, and aviansie idols? Goblins and wolves are rarely ever killed, even for slayer, and an idol specifically for aviansies is out of place.
I suggest instead the following more general idols:
Animal Idol - Wolves, Bears, Unicorns, Cows, **c
Undead Idol - Skeletons, Zombies, Vampires, Ghosts, Shades, etc
Beast Idol - Cave Horrors, Dark Beasts, Kurasks, and other foul slayer creatures
Demon Idol - Lesser Demons, Greater Demons, Abyssal Demons, Bloodvelds, etc
Dragon Idol - All chormatic and metalic dragons, also wyverns
Humanoid Idol - Goblins, Humans, Elves, Gnomes, Dwarves, Ogres, Giants, etc

17-Jun-2014 19:15:44

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