I like the crafting/gathering task options, sounds like a great idea. Something I really liked from the previous concept of Artisan was the 'superior' food items.
More specifically, I like the idea of collecting/cooking your own food and in turn having an
untradable
, slightly better, food item. It would offer a small benefit over buying food from other players, at the cost of spending time collecting it yourself.
It could work along with this current concept like this: After a gathering assignment of fish, you can then have a crafting assignment that turns these into 'superior' versions which would be
untradable
and heal slightly more than the 'non-superior' version. This would offer a nice benefit of doing Artisan/Fishing tasks especially at high level masters.
I like the idea of Artisan Points, keeping it similar to slayer is not a bad thing, especially for an oldschool player.
Regarding "Artisan crafting task items" the only things I don't particularly like are the 'bracelets' and 'totems'.
Totems - I don't like the idea of damage boosts at all. I don't see them as being needed. Slayer already provides damage boosts, which is fair enough, slayer is combat related, Artisan should not be. Any damage boost against players is just completely not needed or wanted IMO.
As for the other benefits of totems & bracelets: Besides run energy (which I think should be incorporated in agility instead), the other benefits are not really needed. I would be happier without totems/bracelets. The idea of anything that increases the gathering rates (e.g. by clothing) of items is unappealing to me.
That said, I wouldn't mind boosts for making the craftable Artisan-specific items, as long as said items are untradable. I also wouldn't mind having boosts for gathering low level/cheap (low profit) resources, giving people a reason to collect them. I don't like the idea for anything high level, it would just devalue the item.
20-Jun-2014 15:38:31