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SatanicTrany
Aug Member 2023

SatanicTrany

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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.


Yeah I'd like it to be a skilling slayer skill tbh or similar.

20-Jun-2014 15:11:50

Mod Mat K

Mod Mat K

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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.


I was thinking along the same lines, it would be interesting to see what other people thought.

20-Jun-2014 15:11:53

John R
Jul Member 2006

John R

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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.


I just don't like how its not it's own original skill. I'm still open to it if it changes enough, but as it stands now it just seems like a lazily copy and pasted skill.

20-Jun-2014 15:15:02 - Last edited on 20-Jun-2014 15:15:33 by John R

Alpaca

Alpaca

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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 :)


I took out some of your comment, but I think what Artisan really needs a more advanced Barbarian Training system.

E.g.

They want to add the slow burners, but they never specific any Artisan requirements. You should need to reach level 40 or so Artisan before you can actually perform this ability.

They want to add combination runes, but you should need 70 Artisan in order to know how to effectively perform this task.

Also I think they should add new tinderboxes for more effective cooking (page 7), and make the combination runes for mind, chaos, death, and maybe even blood require 25 of both types of runes when forging. This could also bring a way for combination death/blood runes. Keep in mind it requires 25 of the original runes to product 25 combinations. So in the end you make no profit, but lose 25 pure essence.

20-Jun-2014 15:15:33

San
Jul Member 2023

San

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How's about this.

Artisan could be used to make the stuff that's used in construction.

You could use it to make planks out of normal logs, oak logs, teak logs and mahogany logs. (At say: 1, 15, 35 and 50 respectively)

You could use it to make gold leaves from gold bars at say 50 artisan. Then you could make marble at say 75 artisan, with a new marble rock at 75 mining too. Finally, you could make magic stones at 95 artisan with a new magic rock at 95 mining.

Then there could be stuff like making bagged plants with artisan from some product from farming (like using magic roots with a sack to create a bagged magic tree)

that at least is an incentive that isn't automatically rendered redundant by the existing skills
Sailing

20-Jun-2014 15:15:48

Petros
Sep Member 2023

Petros

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"What we can say though is that everything we do for the skill will be designed not to devalue any existing skills but act as an alternative to levelling other skills. We don’* want to devalue the effort players have put in to getting their skills where they are and we want to maintain the ethos that those who put the hard work in will get the benefit of higher skill levels."

I wish RS3 developers would have taken this into account before releasing Wilderness Warbands... Anyway, this is a forum for Old-School, very nice update keep it up! :)
~Petros, the Doctor

20-Jun-2014 15:16:15

1WYqV2yjJq

1WYqV2yjJq

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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.


I just don't like how its not it's own original skill. I'm still open to it if it changes enough, but as it stands now it just seems like a lazily copy and paste.


People love slayer because it is less repetative and teches new ways to train. Better use an existing working idea than creating a ****** new skill (sailing, seriously? you can already teleport)

20-Jun-2014 15:16:45

Guardian Gol

Guardian Gol

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Tweaking and throwing more into the skill doesn't make it more appealing to me. In fact, quite the opposite, Artisan is offering too much in an inconsistent way when a lot of these things could be introduced along with existing skill revamps.

Trying to force fit a skill with most votes from a very limited shortlist into OSRS is not going to necessarily suit the game or the community even after many revisions.

A better approach would have a rounds approach to choosing the most desired new skill. So, the first round we had four skills - the highest voted goes against another three skills submitted and so on, until all distinct skills are explored - before going into detailed design.

As to the presented Artisan: The workshops with all the resources self-contained for the task given seems very artificial and limiting for the player. It's simplistic, over-convenient and will get rather monotonous being in the same area making the skill a chore.

One of the great things in RS is the variety and massive world that you can use for normal DIY & Slayer. It often offers you choices and decisions where you want to go to complete a task, sometimes tied into quests/diary rewards. I would suggest you spread the new resources out across the game world, offering a quantity and/or proximity advantages only to those added to quest areas.

20-Jun-2014 15:18:22 - Last edited on 20-Jun-2014 15:19:39 by Guardian Gol

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