Forums

Artisan revisited Thread is locked

Quick find code: 380-381-33-65435511

Alpaca

Alpaca

Posts: 755 Gold Posts by user Forum Profile RuneMetrics Profile
Original message details are unavailable.
So essentially the only argument for artisan (you don't have to train it) has been ruined. Please, scrap the skill, you're wasting development time. It will NEVER get 75%.


I believe it should act similar to Barbarian Training and Slayer.

1. You do various tasks just like Slayer.
2. You need X level in Artisan to learn how to create new abilities / items.

They should however remove all combat related benefits and focus more on new ways to perform skills that aren't about experience/hour or money/hour, but rather new ways we can use our skills to benefit us overall in the game.

E.g.

-The new runes could be useful to save inventory space for PVP/PVM battles.
-The slow burners could be useful for cooking longer on or keeping an awesome colorful fire going for longer :)

20-Jun-2014 18:15:48

[#M7CF53TL9]

[#M7CF53TL9]

Posts: 2 Bronze Posts by user Forum Profile RuneMetrics Profile
It really think you guys need to scrap this and start from scratch. I'm all for a new skill, but I would like a skill bringing a new concept that while still involving other skills, doesn't just piggyback and improve existing concepts. Sure, you can use artisan to craft new items and train artisan and crafting, but whats the point? why not just update crafting? the only point is to have a new skill. Why add artisan when you could just update existing skills and add a new taskmaster/ task system? Why make it a skill? A new skill should be content that could ONLY BE released as a skill.

On another note, I don't want my existing skills to be updated and now partially depend on artisan. This "skill" changes existing skills too much while doing much too little on its own. I feel like this is something that belongs in rs3 as a task system, not a skill. For this to be released in OSRS would be a huge insult to the integrity of the game and would really disappoint me.

20-Jun-2014 18:15:55

Jacobs
Aug Member 2012

Jacobs

Posts: 103 Iron Posts by user Forum Profile RuneMetrics Profile
If you're going to add Arctic Pines as an artisan task, you should probably look in to buffing their xp. They currently give 41 xp as opposed to 100 of maples (level 45,) 85 with teaks (level 35,) and 67.5 of willows (level 30.)

20-Jun-2014 18:17:54

Alpaca

Alpaca

Posts: 755 Gold Posts by user Forum Profile RuneMetrics Profile
Made a new idea for firemaking/cooking combination on
page 7
as a way to improve firemaking to better cook food. This wouldn't give better food, but rather less burn rates w/ higher firemaking and better logs.

20-Jun-2014 18:20:30

Chancellor
Mar Member 2024

Chancellor

Posts: 66 Iron Posts by user Forum Profile RuneMetrics Profile
These new ideas in my opinion are a huge step in the right direction. I was extremely skeptical of the potential success of the skill after the previous dev blog, but with a little more polishing, I feel that this skill could add greatly to the game.

With that being said, I would like to see more done to revamp dead skills. I particularly mean Smithing and Herblore. At the present time these skills are solely money sinks and provide very little incentive to train to high levels. This new skill seems to be the perfect time to address the issues facing these skills. These are just a few VERY rough ideas off the top of my head.

Smithing:
1. Using Artisan crafting, have the ability to create "spiked reinforcement" or "heavy reinforcement" bars/plates which could MINIMALLY increase attack or defensive stats of existing armors. (Maybe untradeable?)
2. Similar to #1, have the ability to create "blade reinforcement" which MINIMALLY increases stats of existing weapons. (Maybe untradeable?)
3.Using artisan crafting, have the ability to create existing armors or weapons which have a lower weight value than their normal counterparts.
4. At high Artisan levels have the ability to reverse smith existing smithable items back into bars (at a loss of a certain % or material, or with a certain chance of failing) (possibly consider adding dragon items to this, but with many limitations)
5.Unlock the ability to create new items, which possibly serve non-combat purposes?

Herblore:
1. Have the ability to create extreme, or some variant or stronger potions, at high artisan levels. (Untradeable)
2. Have the ability to create potions in 4 dose form rather than 3 dose.
3. Possibly have the ability to create new potions which serve purposes specific to the skill itself.

These are all just VERY rough ideas, but you can understand the general idea. If it is possibly for this skill to breathe life into these money sink skills, it would vastly improve the game.

20-Jun-2014 18:22:53

[#M7CF53TL9]

[#M7CF53TL9]

Posts: 2 Bronze Posts by user Forum Profile RuneMetrics Profile
I felt like jagex finally understood us. Here they said, a game for the "nostalgia hungry", for the "vets". "old school" they called it. Well, that lasted about a year. You guys should know, as much as it breaks my heart, this artisan skill will likely happen. Once jagex starts running with an idea, they rarely ever stop. Why not add this to rs3? Why the hell change the basic skill mechanics of OLD SCHOOL rs?

20-Jun-2014 18:23:02

Quick find code: 380-381-33-65435511 Back to Top