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HolyPikachu

HolyPikachu

Posts: 26 Bronze Posts by user Forum Profile RuneMetrics Profile
Great new ideas! :D But perhaps gathering tasks could be made more interesting (and closer to the idea of Artisan), if the gathering process wasn't so similar to what is currently available.

To clarify, instead of passively mining or woodcutting, make gathering a process of artistic synthesis, which could be as involved as a minigame. Multiple gathering skills could be used at once. And the items received should be more varied (like the way monster drops currently are). Each task would have a preset "drop table", which could include one unique item.

As for the processing/crafting step, these gathered items can be used to produce new items as stated. The unique gathered items would produce new artisan-exclusive items of course. Unfortunately, without some highly-useful rewards from the skill (like dbow and abyssal whip or profits), Artisan would be hardly worth training. Best-in-slot items can always be introduced after the skill has been introduced.

21-Jun-2014 02:09:49

Alpaca

Alpaca

Posts: 755 Gold Posts by user Forum Profile RuneMetrics Profile
The Construction Slabs should require 65 Artisan to learn the ability to construct rock slabs.

There should be 4 types of slabs clay, sandstone, limestone, and granite.

You should need HIGH construction levels to make them and high agility levels to cross over them.

21-Jun-2014 02:19:57 - Last edited on 21-Jun-2014 02:20:19 by Alpaca

Clifton 7

Clifton 7

Posts: 266 Silver Posts by user Forum Profile RuneMetrics Profile
Original message details are unavailable.
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.


yeaaaah...
Original message details are unavailable.
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.


You also misunderstand the concept of 'gathering tasks' and 'crafting tasks'.
In the case of runecrafting, you would need to first be assigned a 'gathering task' of pure essence, then you could choose either:
a) To keep the pure ess.
b) A 'crafting task' which would then allow you to make these Artisan-specific items such as the "doom rune" using the p ess.

I personally like that concept, provided the 'crafting task' items are untradable.

21-Jun-2014 02:34:58 - Last edited on 21-Jun-2014 02:38:16 by Clifton 7

Venenatis
Sep Member 2007

Venenatis

Posts: 664 Steel Posts by user Forum Profile RuneMetrics Profile
Ran out of space, gonna add more here. (see page 32 for the rest)

You can also use voyaging to regularly fish, go into your boat which will become an instance (your friends can come too) fish regularly from your boat with them.

Use Voyaging to send shipments to employers over seas in unknown lands. Perhaps even create a method for people to commerce with voyage shipments.

Add the skills that did not win to Artisan.

-Combine Geomancy and astronomy and allow players to do similar things through Artisan. Perhaps digging/mining stars would give mine xp, and crafting the items would give crafting. Both will somehow add up to Artisan xp.

-Forestry
Daily maintenance of a Forest could help with Artisan rewards.

-Herding
Let Herding be an extension of hunter, learn able through Artisan masters.
VnG
pride! QFC: Here

21-Jun-2014 02:39:44 - Last edited on 21-Jun-2014 02:51:45 by Venenatis

BigPuppo

BigPuppo

Posts: 11 Bronze Posts by user Forum Profile RuneMetrics Profile
its a lot like slayer, and the people saying no really need to compare this to slayer. what does this add as a skill? well, not a whole lot. but what does slayer add as a skill? not a whole lot.

i like it so far, and itd be super awesome if you could let us block one skill completely upon release. i have (and im sure many people are like me) a habit of completely avoiding some skills. i have 48 farming, but havent planted a single thing yet. i dont want artisan to ruin this for me. or for anyone like me, though they may be avoiding runecrafting, or mining, or whatever.

something id love to see is a ton of construction shortcuts. not just 5 or 6 here or there, i want to see them every where. theres normal agility shortcuts all over the world, why cant there be construction shortcuts all over the place too? and not just the overworld, put em in caves, castles, and the wilderness.

21-Jun-2014 02:47:22

x pvm matt x

x pvm matt x

Posts: 667 Steel Posts by user Forum Profile RuneMetrics Profile
I'm voting no, because OS already feels like a private server. Adding a new skill that a player completely came up with is out of line. That is not old school, and that is not even runescape like. If you want to add the items, just make overloads, and make turmoil, summoning etc. It would make tons of people come back to runescape. But adding a new skill is bull crap, and I'm quitting if this is added to the game. Why? Because this isn't an oldschool idea, you're turning this more into a private server titled "Runescape oldschool" every single day. And I'm not going to play a private server.

21-Jun-2014 02:51:57 - Last edited on 21-Jun-2014 02:54:57 by x pvm matt x

Alpaca

Alpaca

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

Original message details are unavailable.
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.


You also misunderstand the concept of 'gathering tasks' and 'crafting tasks'.
In the case of runecrafting, you would need to first be assigned a 'gathering task' of pure essence, then you could choose either:
a) To keep the pure ess.
b) A 'crafting task' which would then allow you to make these Artisan-specific items such as the "doom rune" using the p ess.

I personally like that concept, provided the 'crafting task' items are untradable.



I reread it and noticed that part must of missed it before, but well that just means the whole thing is dead content... that is honestly no different than saying you can only fight slayer monsters when you are assigned that task. That is just dumb and it will be dead content, but then points out you can perform these in your PoH as well, but again only if you have that task.

Well now this update just seems like dead content :(

Instead of requiring a task in order to produce the item. You should instead need specific Artisan levels and then learn how to perform the task. I.e. the Runes would be like 70 Artisan to learn how to combine runes together.

Original message details are unavailable.
I'm voting no, because OS already feels like a private server. Adding a new skill that a player completely came up with is out of line. That is not old school, and that is not even runescape like. If you want to add the items, just make overloads, and make turmoil, summoning etc. It would make tons of people come back to runescape.


Yes, let's add large amount of garbage that already exists.... logic at it's best ladies and gentleman.

21-Jun-2014 02:55:53 - Last edited on 21-Jun-2014 02:58:49 by Alpaca

iSun Tzu

iSun Tzu

Posts: 445 Silver Posts by user Forum Profile RuneMetrics Profile
I like the idea of this skill except for Totems buffing combat but...

I Just had the best idea :D :D

How about if instead of particular totems buffing combat they just increase the duration of our potion buffs**
**:
- lvl 20 Artisan Totem: drains 25% slower,
- lvl 40 Artisan Totem: drains 50% slower,
- lvl 60 Artisan Totem: drains 75% slower,
- lvl 80 Artisan Totem: drains 100% slower.

Thoughts??

21-Jun-2014 03:27:17

yes im nasty

yes im nasty

Posts: 86 Iron Posts by user Forum Profile RuneMetrics Profile
i am voting no because i believe this skill is not needed whats the point of having a master tell you what to skill when you could just skill that item yourself. This is nothing like slayer with higher slayer levels you can kill mosters you would otherwise not beable to. I could see maybe if there was new resorces added that only with a high artasains level you could obtain but still then i would vote no.I see no need for this skill but some things i read i did like such as combining deaths runes and chaos and costumize able clothes. I propose insted of having this as a skill just implement these ideas into the game, so insted of having new masters just allow players to recieve a task form a current skillcape master which upon completion players would recieve extra exp and points towards specific clothing involving said skill. Fin

21-Jun-2014 03:59:58

Ahero Knitly
Sep Member 2014

Ahero Knitly

Posts: 857 Gold Posts by user Forum Profile RuneMetrics Profile
This is sounding more, and more like a skill that Doesn't belong in old school. No matter what you add or take away from it (mind you some of the ideas they added i actually liked i thought they would be cool additions)... This is still just non-combat slayer. Wrapper up as a neat looking task system. I should never get experience in a skill about skilling, what would you be mastering?; please somebody try to answer that. What would you be mastering by getting 99 artisan; a skill about skilling the literal skill of skilling.

Either way the 2 main problems with this skill it A; is got 40% in a liked voting poll; why the hell are they still going with it? it got 40% it will neeeeeeever pass, and if it does ill dig a shallow grave for myself

You're much bigger problem B; is why if any; is there no one still giving idea's for skills? there are prob several hundred idea's better then a skill about skilling. Anything just make it SIMPLE something that cant go wrong. Yet you can add to later. Who care's if people complain that there is not enough about the skill early on. They should expect that. Hell hunter had almost nothing when it first came out. Yet now today its still growing. Why not start with something simple of an idea; even something strange like mapping, or intellect. The idea is so simple you can't go wrong just like the other skills they should start out with nothing people might not like it at first, but once you add more that people would like to the skill they would grow to love it all the same. Like all the other skills, and the best part about that.

You woulden't be limited to making some off shoot 'assistance' skill. That Very few like as even a basic idea, and for proof of truth to that. Anyone here that can tell me that for a basic skill idea. A skill that is the mastery of skilling in general a task system for doing other skills as a good idea for this game. Simply replay yes? Then i can put you're name in the idiots cabinet i keep nearby.

21-Jun-2014 04:24:24 - Last edited on 21-Jun-2014 04:28:43 by Ahero Knitly

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