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Artisan revisited Thread is locked

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Toyz987
Mar Member 2024

Toyz987

Posts: 10,900 Opal Posts by user Forum Profile RuneMetrics Profile
Original message details are unavailable.
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


Crafting can already fit that role, by definition.

Logs to Plank -> Crafting.
Bars to Leaves -> Crafting.
Magic stone -> Mining + Magic.
Bagged plants -> Crafting + Farming. Crafting will make a special bag or something. Farming tends the plant.


Hybrid skills are already existing features by the way. Arrows and Bolts are a perfect example. Smithing produces the unfinished bolts and arrow tips. Fletching adds the finishing touch.

Pairing existing skills has worked before and it will work again.

20-Jun-2014 19:07:16

Ash Fang

Ash Fang

Posts: 32 Bronze Posts by user Forum Profile RuneMetrics Profile
There are a lot of potential rewards from this, such as clothing sets for each skill. The sets would have greater rewards for the higher level gear. Here are some possible ideas:

Wield-able tools for production/gathering skills. It would also be a cool idea to combine certain tools (farming/construction) into one multi-tool for the skill.

Double chance items: Give a chance to smith/fletch/craft/fish/cook/etc two items at a time.

-Barehanded imp catching
-Imp minigame benefits (push wheat faster, avoid imp guards, etc)
-Camo gear that works everywhere (possibly better than the normal gear as well)
-Iron smelting improvement (60% chance or higher for bar)
-Increased bolt/dart/knife/arrowhead production per bar
-Less coal needed for Adamant (5?) and Rune (7?) smithing. Maybe mithril and lower too.
-Scroll of life equivalent
-Way to reduce payments for farmers
-SLIGHT increase in runes crafted from altars
-Ability to create altar teletabs? (would need to be carefully balanced)
-Chance to create (4) dose instead of (3) dose potions
-Better fires (longer lasting, lower burn chance)
-Increase bird nest drop (more significant than rabbit foot?)
-Get 2 logs per chop for lower leveled wood
-Higher level fish more often from multi-fish spots (tuna/swordfish, mackerel/cod/bass, etc)
-Fishing trawler improved rewards
-Slightly cheaper plank making costs (for both plank make and sawmill)
-I like the construction shortcut idea
-New artisan-themed room for POH
-New cake recipes for higher level cooks (Heal 21 but needs three bites as an example)
-Auto-drops or discards burnt food?
-Chance to mine ore without depleting rock
-Chance to note ore when mining
-Get some bolt tips when cutting gems normally (saving the "extra&quot ;)
-Ability to tan leather yourself?
-More uses for certain enchanted jewelery (ring of forging, bracelet of clay, etc). Might not be balanced if applied to teleport jewelery. Probably shouldn't affect any of the dragonstone ones either.

20-Jun-2014 19:39:29

Capn Evan
Jul Member 2023

Capn Evan

Posts: 1,656 Mithril Posts by user Forum Profile RuneMetrics Profile
Please focus on giving better better rewards for higher levels, instead of focusing on helping you level skills faster. Making the game easier is not a welcome thing in my eyes, but making the reward for getting high levels higher, that's something I like.

For example, don't make any experience boosts to any other skills, but rather give a chance to receive extra resources for gathering or new, high level items.

I don't like the herblore xp for slow burners, don't give new methods of training the skill (at least not if it's going to compete with current traning methods in xp/hour).

Also, I like the shortcuts you can make with construction, but don't give them high xp rates please.

Other than that, I can't see why this isn't just Crafting 2.0. I mean, you can obviously see a lot of the same traits (although training methods vary).

As of currently my vote is on 'no', but I may change it in the future if you improve the skill.

20-Jun-2014 19:43:18

AUTUMNELEGY
Apr Member 2008

AUTUMNELEGY

Posts: 1,046 Mithril Posts by user Forum Profile RuneMetrics Profile
Some aspects are better, some are worse. I have three concerns at this point:

Devaluing Runecrafting


Runecrafting is such a nice skill the way it is now and it would be a massive shame to see something like crafting doom runes be 40k an hour and lessen the skill's value massively. No ZMI please. I personally would like double nats to be the way that the majority of people will get 99 rc, and if anything we could use more ways to use nature runes so that their price would be a bit better.

You have to do artisan first for maxing efficiently


If you gain experience in other skills while training artisan it means that you will have to train artisan before any other 99 skills to be getting max total efficiently and not get a lot of post-99 experience that you may not want. This would be frustrating to not be free to train your skills normally until after finishing artisan.

Cost for efficient exp


It sounds like there will be a lot of room for boosting with this skill. I think the crafting tasks only after gathering tasks idea is good, but the crafting tasks will doubtless be far better experience in artisan than the gathering tasks since crafting skills tend to be much faster experience than gathering skills (with the exception of runecrafting). It will mean slow artisan exp if you don't do the crafting tasks, and this will mean you'll have to lose out on a lot of money you could get from the resources you gathered. At the same time it will flood the market of crafted items and crash their prices, losing money for the common person who just wants to train crafting or smithing.

This blog is definitely a good step, I hope my feedback is helpful.
rock clicker

20-Jun-2014 19:44:08

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