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Roadrunner

Roadrunner

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I'm glad to see you have decided to use the gathering skills as an important aspect of Artisan, it turns it into something beyond just another buyable 99, as it was it could have caused bankruptcy for some and would have had a large impact on both prices of gathered items and produced items, not all of it good impact.

You've changed my attitude from 'Oh, hell no.' to maybe.

Keep up the good work, who knows you might change my maybe into a yes depending on balance issues later on, but things do look to be going in a better direction than the first draft.
Ha ha, made you look ;)

20-Jun-2014 15:05:04

Mod Mat K

Mod Mat K

Jagex Moderator Forum Profile Posts by user
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I think the skill is really coming together nicely. I can't wait to see it in game. I would like to add a couple suggestions, though.

First, as with Slayer, there should be a way to cancel tasks if they're too tedious for a player (such as a player with a high fishing lvl getting a Karambwan task.) In this sense, it would also be relevant to add a rewards and points system as well, such to reward players who stick with it and do every task that comes their way. Surely the options for rewards would include cancelling tasks as well.

Second, I love the idea of being able to build shortcuts in the real world. The only thing that bothers me, though, is that the shortcuts would be temporary. Therefore I submit: How about along with Granite slabs, there's another higher lvl resource for tasks (say, 70-80 mining) that would allow for building permanent shortcuts? That way lower lvl players could still build the temporary shortcuts, but the higher lvl players get a better reward for their higher lvl.

Can't wait to see this new skill ingame. Keep up the good work!


Perhaps one could use sandstone for temporary shortcuts and granite for permanent ones?

20-Jun-2014 15:06:26

John R
Jul Member 2006

John R

Posts: 1,960 Mithril Posts by user Forum Profile RuneMetrics Profile
I'm going to be voting no on this skill. I do not like the idea of having a skilling slayer skill, it seems like its just copy and pasted over for gathering and crafting skills. The person who wrote this dev blog even mistakenly called the master a slayer master...

20-Jun-2014 15:07:46

Mod Mat K

Mod Mat K

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Instead of focusing your dev teams efforts in getting a new skill, why aren't you updating existing skills?


This skill does both, without significant investment of time... in fact updating every skill individually may well take longer.

20-Jun-2014 15:09:08

Rickard58
Jul Member 2023

Rickard58

Posts: 841 Gold Posts by user Forum Profile RuneMetrics Profile
Mod Mat K: Thanks mate, we've tried to make it much more skilling focused this time around. What sort of rewards would you like to see?[/quote]

If the supreme items and damage boosters were scrapped I'd be behind artisan all the way. I like the remaining rewards you guys I have. If anything I would want a good bit of the artisan skill to be part of the new continent (if it were to pass).

20-Jun-2014 15:09:17 - Last edited on 20-Jun-2014 15:10:05 by Rickard58

Alpaca

Alpaca

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Thanks Fear! Keep them ideas coming!


Just asking, did you catch my idea on page 3?


Yep, I did thanks Lars.


Me too on page 7 lol?

Also w/ the combination runes the other guy did bring up a good point about current existing runes.

What if at 60 or 70 Artisan level you could learn how to combine runes together when runecrafting them.

Example you want to make 25 doom runes so you would bring 25 death, 25 chaos, and 25 pure essence to the death altar. This would then require the runes as the ingredient and is merely an alternative to having the runes combined at the cost of 1 pure essence per doom rune.

This would keep runes steady in price possibly increase them and create a new way to runecraft which doesn't make money and probably wouldn't even be faster.

20-Jun-2014 15:09:36 - Last edited on 20-Jun-2014 15:10:07 by Alpaca

Dusk of Evil
Jul Member 2006

Dusk of Evil

Posts: 2,440 Mithril Posts by user Forum Profile RuneMetrics Profile
In my honest opinion, people are just being stubborn and instead of just saying no and trolling, why not tell them what they could do to make it better to hopefully appeal to more players?

I personally didn't like the ideas we had to choose from, but instead of dwelling on that, I'm thinking of stuff that could possibly make this skill work (also remember that only like 5% -if that- actually read the forums anyways who play this game, you have no 'right' to talk on behalf of them)

Anyways :)

This is MUCH better then your previous blog, that's for sure... However, I do have a few things to add also.

- I believe this should offer slightly more xp on the skills you have to use, simply because you won't be grinding a skill down (will be doing others too), but mostly to add onto my next part...

- People will not want to be given tasks like magic logs, sharks, rune ore, etc - due to it being soooo slow to actually gather that doing iron ore tasks will be much faster xp... So you should be able to either have something (whether a modified pick or clothes) that would net this stuff in faster to make it worth gathering, this would of course increase the gathering skills xp rate, but you should get higher xp in my opinion mining rune ore over iron ore or magic logs over willow logs... etc.

- Give us a bigger list of the stuff we make with these items, you have supplied us with a table of stuff we can gather, but not one for the stuff we can create, which I'd assume is what people are more curious about as that is afterall, the end 'result' / 'reward'. I love the idea of making new stuff requiring artisan.

- Make several gathering dungeons over Runescape which have Artisan level requirements to enter to 'gather', would make level'ing Artisan worthwhile... Like red / black chins, trees, fishing pools, etc - similar to the dungeoneering places, but have it sort of integrate the "forestry" skill in a way maybe?

We need a reason to level this skill and to make it it's own!

20-Jun-2014 15:10:02

1WYqV2yjJq

1WYqV2yjJq

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Instead of focusing your dev teams efforts in getting a new skill, why aren't you updating existing skills?


This skill does both, without significant investment of time... in fact updating every skill individually may well take longer.


Excelent idea! Multiple tiers in shortcuts! If you are going to do things like ziplines (subtle suggestions) maybe you can use wooden ones for the low level ones, iron rods for better ones, steel, mithril, adamant and lastly rune rods to build the frame. Maybe even introduce different tiers of rope crafted with crafting in the workshop? For example, flax ropes being the weakest and magic root ropes being the strongest and needed for high level shortcuts?

Love it! (Fix your typo though, in "Using your resources" you said slayer master instead of artician master)

20-Jun-2014 15:10:18 - Last edited on 20-Jun-2014 15:13:07 by 1WYqV2yjJq

Mod Mat K

Mod Mat K

Jagex Moderator Forum Profile Posts by user
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I'm going to be voting no on this skill. I do not like the idea of having a skilling slayer skill, it seems like its just copy and pasted over for gathering and crafting skills. The person who wrote this dev blog even mistakenly called the master a slayer master...


We're completely open about it being a slayer skill for skilling, it was even in the original concept players voted for. But then, people love slayer so it makes sense.

20-Jun-2014 15:10:40

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