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Evil Oak
Sep Member 2022

Evil Oak

Posts: 125 Iron Posts by user Forum Profile RuneMetrics Profile
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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.


This is my primary concern, and is enough for me to already know that I will be voting no. Why do exp rates for skills other than the artisan skill itself have to be changed?

There is surely something else you can reward players with, apart from improved exp in other skills.

If the current experience rates aren't broken, why touch them? I don't understand why it is that in a lot of the recent updates experience rates have to be altered.

There's my opinion :) .

21-Jun-2014 01:31:43

I Came

I Came

Posts: 144 Iron Posts by user Forum Profile RuneMetrics Profile
Original message details are unavailable.
Original message details are unavailable.

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.


This is my primary concern, and is enough for me to already know that I will be voting no. Why do exp rates for skills other than the artisan skill itself have to be changed?

There is surely something else you can reward players with, apart from improved exp in other skills.

If the current experience rates aren't broken, why touch them? I don't understand why it is that in a lot of the recent updates experience rates have to be altered.

There's my opinion :) .


No need to worry about crafting combos being the way to go for runecrafting seeing as the combination runes for artisan can only be crafted if the task tells you to craft them.

21-Jun-2014 01:36:43 - Last edited on 21-Jun-2014 01:37:11 by I Came

Alpaca

Alpaca

Posts: 755 Gold Posts by user Forum Profile RuneMetrics Profile
Original message details are unavailable.
Original message details are unavailable.
Original message details are unavailable.

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.


This is my primary concern, and is enough for me to already know that I will be voting no. Why do exp rates for skills other than the artisan skill itself have to be changed?

There is surely something else you can reward players with, apart from improved exp in other skills.

If the current experience rates aren't broken, why touch them? I don't understand why it is that in a lot of the recent updates experience rates have to be altered.

There's my opinion :) .


No need to worry about crafting combos being the way to go for runecrafting seeing as the combination runes for artisan can only be crafted if the task tells you to craft them.


I'm quite certain it did not mention that. Also this is merely combining runes together I.e. you need 1 death rune , 1 chaos rune, and 1 pure essence = 1 doom room.

Also by saying it can only be done during tasks would be the equivalent to saying you can only fight abyssal demons during tasks. But even worse since this isn't that huge or that needed in terms of new content. So it would be 100% dead content on arrival.

experience would probably be NO different that what is currently used to craft the rune I.e. Death runes are 10 exp so doom runes would probably be 10exp, but honestly it should give even a 0.5 exp boost per rune made.

Also on page 25 I made a suggestion for an idea on how to incorporate it into the game more effectively.

21-Jun-2014 01:48:47 - Last edited on 21-Jun-2014 01:50:00 by Alpaca

Blueflour

Blueflour

Posts: 621 Steel Posts by user Forum Profile RuneMetrics Profile
Construction shortcuts – You can turn granite into slabs which can be used to build shortcuts on the world map, for example building a bridge across the River Lum. When making the slabs you will receive construction XP. These construction shortcuts will need repairing if you want to continue using them.

****************************************************************

With this can we make it that after certain levels we dont have to repair as much.

E.g leve 15 art will grants me three trips of runes before degrading, level 30 would grants 6 trips. Prefer if they degrade with use, with the skill, dont make stronger versions of the bridge or wall climb or air pedastals. What ever we make, when we get higher levels we can add support the existing obstacle.

21-Jun-2014 01:49:24

EisNoctis

EisNoctis

Posts: 779 Gold Posts by user Forum Profile RuneMetrics Profile
I don't know about anyone else, and I'm sure people are going to dislike this idea; but I think it would be nice to have a reward, able to be bought with Artisian Points, to teach players how to create bonfires (with, or without boosts, chances are without, since we can crush coal and dust our logs with them, seems like good enough to me). Only people with this reward bought can use bonfires, similar to how Slayer Rewards work (since I'm assuming it would work similarly, no?).

If I make one, then person B, C and Z can use the one I created, if they've bought the skill, but adds no other bonuses, other than the dusting of coal that they apply to their logs before hand. But person A, D, Y and X can't use the bonfire, because they haven't learned the ability to. "You cannot add to the bonfire, you're afraid you'll burn down the whole of Varrock/Falador/Lumbridge, etc"

I'm not looking for a way to make skills 10000% easier, but since (at least I can't think of a way) that Firemaking is profitable, making bonfires, isn't going to be game breaking, that I can tell anyways.

Please no haterino <3

21-Jun-2014 01:58:51

Venenatis
Sep Member 2007

Venenatis

Posts: 664 Steel Posts by user Forum Profile RuneMetrics Profile
It does look more appealing now that you fleshed it out a bit, but i'm still weary. :( There is just so many better and more creative options for a skill out there, but this just seems too straight forward and dull. :| Honestly I would have voted YES for geomancy/forestry/herding in a heart beat.

I mean...where is the fun and creativity in Artisan? Where is the necessity? We can easily hop from skill to skill gathering resources now, even without Artisan. The only addition that makes this a "skill" is randomized choices you must complete and some additional rewards.

Then again... You old school mods have improved it greatly already in the second draft. Plus you guys have a knack for cooking up awesome content... I won't underestimate you, you have my confidence. Unlike others I won't stubbornly say i'm voting 'no' until the final draft is out and the polls open.


Although as it stands now, i'd vote no.

It's difficult to think of ways to make this skill fun, at least for me but i'm going to try.

Make it more engaging.
My first thought is this skill is lacking engaging material, you collect resources and return to your artisan master for XP, rewards, and maybe to craft some new items. To me that would get tedious, here are some thoughts on how to make it more engaging.

- Shipments
1. Artisan Masters also do business with the locals, as your Artisan level increases you will be able to obtain business tasks. With a business task you will be hired by numerous city industries to accomplish certain jobs, in return you will be rewarded with a higher amount of experience in Artisan BUT not rewards. Also the supplies you gather will be used up in the process.

2. As an example, let's say you have 50 construction. You can be hired by the Varrock palace whom needs an Artisan to repair some structures. In order to repair it you will need x amount of planks and nails, you will gain construction xp repairing but not from your employers.

Continued:
VnG
pride! QFC: Here

21-Jun-2014 01:59:03

Venenatis
Sep Member 2007

Venenatis

Posts: 664 Steel Posts by user Forum Profile RuneMetrics Profile
2.1 The main point of business/shipment tasks would be to gain greater Artisan experience however, while you indeed gain greater Artisan experience the items needed will be depleted during that task. Another example would be the Falador white knights ordering an x amount of food/weapons for their military. Also all items gathered/produced MUST be done by hand, in order to accomplish this technically, those items gathered/produced will be automatically stamped untradeable upon gathering/producing. Once agreeing to the task, the task can be canceled at anytime for a small fee.

Example:

Varrock Guard needs 100 iron swords, upon smithing an iron sword it will come out (e)Iron Sword for employers iron sword. Upon canceling or completing, smithing iron swords will return to their normal state.

Co-op Artisan
- Just like co-op slayer, because skilling together is a lot more enjoyable then solo.

1. Co-op Slayer did fail the polls, but this is a much different situation.

Timed Tasks.
- A more challenging way to train, perhaps that offers additional perks? Perhaps shipments should be timed.

Voyaging
- You knew it was coming. Saiiiiiiling!

1. Build vessels with the Artisan skill to help you gather, produce, and commerce.

Fishing Ships

You build + send fishing ships out to fish for YOU while you can go off and do something else like another skill. You wouldn't want this to hurt regular fishing skill so you would want to make it harder, perhaps double the fishing level requirements for each fish.

-60 fishing for lobsters

-75 fishing for swordfish

- 90 fishing for shark

it will also depend on the ship you built with Artisan how long it takes to return, and how many it can bring back. While a ship built at 40 Artisan will carry only a few fish back to you and take longer, a ship built with 70 Artisan will carry more fish and be shorter returning. Ships will now become visable in the deeper waters just beyond the land based fishing spots
VnG
pride! QFC: Here

21-Jun-2014 01:59:10 - Last edited on 21-Jun-2014 03:24:26 by Venenatis

PHARMA SUTRA

PHARMA SUTRA

Posts: 930 Gold Posts by user Forum Profile RuneMetrics Profile
THIS SOUNDS EXTREMELY TEDIOUS, BORING AND DREADFUL. Who in the world wants to receive the task of running around and gathering items, this is horrible, You would think would think that the new skill would be fun, but O<M>G This is like receiving homework assignments and chores, For the love of RS and the consideration of the voice of your current dedicated RS player (JAGEX) PLZ PLZ PLZ PLZ Do consider giving an extended time for other ideas submissions to be introduced before proceeding with this terrible skill idea.

21-Jun-2014 02:01:10

Runite

Runite

Posts: 4,140 Adamant Posts by user Forum Profile RuneMetrics Profile
Original message details are unavailable.

@Mod Mat K
Why wasn't there an option on the voting poll "NONE OF THE ABOVE" I honestly think that would've won the poll...


Exactly. The Jmods have been biased in favor of adding a new skill from the start. We were never allowed to vote on whether or not we wanted any skill to begin with, or express in any way that we didn't want one in the PDC poll. Hopefully they get the artisan poll out of the way soon as I don't want to waste any more time on this game if it passes.

21-Jun-2014 02:07:54 - Last edited on 21-Jun-2014 02:12:07 by Runite

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