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whyruhiding

whyruhiding

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one thing i dont get is why do you have to claim the xp afterwards after your done an assignment.. i personally would just vote no to this for such a simple reason.. This makes it sound even more like dungeoneering and crap if you get xp after you complete the assignment.. and my personal view at first was that i thought this was supposed to be a slayer skill but as a version of slayer that dealt with skilling rather then killing.. which slayer you do get the xp per kill (or in this case per resourse) so why do you have to wait to claim your exp rather then getting it straight to the skill? this is such a small thing but this would really annoy me.

20-Jun-2014 16:04:16

Memberr
Jan Member 2024

Memberr

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Don't add new places to gather resources, make people use the old ones.

Otherwise the old ones will become dead.

And especially new runite rocks don't seem like a good idea to me.
Zaros is evil: "Zaros plainly requested the use of twelve legions of demons. (..) Zaros offered the secrets of travel between the worlds, to allow the Chthonians to devour whole new races rather than be reduced to preying on each other." From Sliske's Memory

20-Jun-2014 16:04:19 - Last edited on 20-Jun-2014 16:04:50 by Memberr

Clifton 7

Clifton 7

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The only thing I don't like is the combination runes. If it's polled with the combination runes I'm afraid I'd actually vote no to the whole thing. Combination runes are already the fastest xp in runecrafting, and that's only combining elemental runes. Combining things like chaos/deaths would have even higher xp and produce a rune that's actually useful and would sell, basically making a mockery of everyone who made lava runes and lost a lot of money doing so. Sure, they make much more back once they hit 91, but the thought of losing that money to start with, especially if they don't have it, puts a lot of people off and if you're able to profit from it instead with these new runes, it'd just be a big middle finger to all lava rune crafters.


The XP rates for new items are unlikely to be any higher than what already exists. Equally, as these can only be made during an artisan assignment you can't actually grind on them.

I'm also hoping for the craftable Artisan items, such as these combined runes, to be untradable. Also, I think there should be some kind of limit on how many tasks/skills can be blocked so that people don't 'boost' by choosing only the most profitable or best xp tasks. Or at least that it requires something like getting 99 artisan to accumulate enough points to block everything. This may have already been the plan, but I thought I'd better bring out that point.

20-Jun-2014 16:04:51 - Last edited on 20-Jun-2014 16:05:31 by Clifton 7

Alpaca

Alpaca

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Here's an idea to make firemaking/cooking/agility useful through artisan:

As you progress through your artisan levels, you learn a new technique to cook food more efficiently by burning the logs in a specific way, which will give you a special bonus when eating the food:

when consuming x food cooked on:

Normal logs --> 10% increase in run restoration, 10% decrease in energy loss whilst running
Willow logs --> 20% increase in run restoration, 20% decrease in energy loss
Maple logs --> 30% increase/decrease etc

this would make the skill a lot more useful, and may finally give a use to firemaking, you could even call it "master firemaking" which would require an extra 5 levels above normal firemaking, per log.. just an idea


Made that suggestion on page 7 :) I didn't want the logs too be too over powered though and it would be more useful for those at higher firemaking levels. Thus giving a huge reason to train firemaking.

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The only thing I don't like is the combination runes. If it's polled with the combination runes I'm afraid I'd actually vote no to the whole thing. Combination runes are already the fastest xp in runecrafting, and that's only combining elemental runes.


You have it all wrong read I think page 11? He seemed to respond to that the idea was to use existing runes to combine them together. Thus all you are doing is the following:

1 Chaos + 1 Death Rune + 1 Pure Essence = 1 Doom Rune. Experience would probably be the same or 0.5 exp more per crafted rune. These runes give 10 experience per normal craft. So let's say you had to have 2 inventories taken up that is 20 experience loss. It would take 40 crafted runes to equal out.

Then you are gaining no profits only combing runes together and instead losing 1 pure essence for every rune made.

20-Jun-2014 16:05:08 - Last edited on 20-Jun-2014 16:10:59 by Alpaca

Rawrylol

Rawrylol

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The only thing I don't like is the combination runes. If it's polled with the combination runes I'm afraid I'd actually vote no to the whole thing. Combination runes are already the fastest xp in runecrafting, and that's only combining elemental runes. Combining things like chaos/deaths would have even higher xp and produce a rune that's actually useful and would sell, basically making a mockery of everyone who made lava runes and lost a lot of money doing so. Sure, they make much more back once they hit 91, but the thought of losing that money to start with, especially if they don't have it, puts a lot of people off and if you're able to profit from it instead with these new runes, it'd just be a big middle finger to all lava rune crafters.


The XP rates for new items are unlikely to be any higher than what already exists. Equally, as these can only be made during an artisan assignment you can't actually grind on them.


Ah I didn't actually realise that they'd only be crafted on a task. I guess that makes it much better actually, I quite like that.

20-Jun-2014 16:05:20

Atherlus

Atherlus

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Great job!
Really looking good :)

How about a looting bag similar to the current looting bag used in the wilderness? The higher the artisan level, the bigger the bag becomes, but the bag can only carry resources for specific skills thus making it useful for skillers only and no impact on pvm.

20-Jun-2014 16:06:24

San
Jul Member 2023

San

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What I am trying to state here, is the fact that almost every other skill in this game is built the same way, but at the same time are unique skills. So it's no argument to say that Artisan is not unique because you use existing content


Actually it is. If a reward can fit into an existing skill, and, as many here do, require said skill, it should. We do not need an arbitrary placeholder skill that serves no purpose. Existing skills all have a distinct benefit. Artisan, as yet, does not. All it does is... exist.

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That's true, but that is why it's not being polled yet. It needs to fit into the game, therefor they're releasing Dev Blogs.


It still needs a lot of work then. By that I mean overhaul. I'd say scrap the entire task nature of it because it plain and simply doesn't work. Combat is trained completely differently to non combat. And clinging to the "slayer for skillers" mantra just ends up with a non skilll, as we have. Remove the tasks though, and we have a completely redundant skill. Remove that and we have skill revamps. I would like skill revamps.

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That's like how everything in this game works. Almost every skill has only one best way to train to 99. By stimulating different methods with the Artisan skill this won't be the case no more. Also, this is still a concept. I can use your 500 mackerel example. What if you can exchange those mackerels to Artisan masters to claim rewards? No, it won't create a market for mackerels, but it will create a new use for the item, which means it's no dead content no more.


That's more like it.
Sailing

20-Jun-2014 16:06:50

King Kai
Jan Member 2012

King Kai

Posts: 5,415 Rune Posts by user Forum Profile RuneMetrics Profile
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Here's an idea to make firemaking/cooking/agility useful through artisan:

As you progress through your artisan levels, you learn a new technique to cook food more efficiently by burning the logs in a specific way, which will give you a special bonus when eating the food:

when consuming x food cooked on:

Normal logs --> 10% increase in run restoration, 10% decrease in energy loss whilst running
Willow logs --> 20% increase in run restoration, 20% decrease in energy loss
Maple logs --> 30% increase/decrease etc

this would make the skill a lot more useful, and may finally give a use to firemaking, you could even call it "master firemaking" which would require an extra 5 levels above normal firemaking, per log.. just an idea


Made that suggestion on page 7 :) I didn't want the logs too be too over powered though and it would be more useful for those at higher firemaking levels. Thus giving a huge reason to train firemaking.


they're different suggestions, but we both wanna see firemaking improved xd :P

20-Jun-2014 16:07:45

Reenaye

Reenaye

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I think the combining new runes may be dead content on release if runes continue to require the same method of combining runes using a talisman in the process. It's pretty much why steam, mud and lava runes are never seen too often.

I never understood the purpose of a talisman being consumed when combining runes it really doesn't make much sense since then talismans definitely aren't considered bank worthy loot making it so they rarely if ever get picked up once you have the talisman required to access the alter.

20-Jun-2014 16:09:55

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