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GremlinSword

GremlinSword

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The concept looks good, I would suggest not having a special resource area /artisan workshop for each master however; I believe providing an area concentrated with so many resources reduces fundamental idea of adventure in the game. It is better to have to travel to different areas of the game to access the various resources/areas.

By all means unlock new areas yes, but don't just add loads of current resources in those areas.

For example I didn't support the slayer dungeon when that was polled as it just put loads of current slayer monsters in a single area. Yes it's convenient, but it's not as fun as having to venture through the game world to access each individual monster.

22-Jun-2014 13:45:35

d13y

d13y

Posts: 9 Bronze Posts by user Forum Profile RuneMetrics Profile
I feel like this is doing nothing more than creating add-ons to other skills. If you train it almost exclusively by training other skills, it's just a minigame / extended miniquest.

I hope it's just a case of: you gather these resources and then are taught how to create new things with them, which is what specifically grants you the XP (creating the new items). That would require other skills to progress, but would not be limited to training other skills, to gain XP in this skill.

I may have misinterpreted some of the information and training methods, so I apologise if that's the case :)

22-Jun-2014 14:16:21

Iron Child9

Iron Child9

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I like the idea but I think there's a huge amount of resistance to it.

Is it possible to have a say a 1 week trial run of the skill, and in the event it still does not get voted in after, people receive an exp lamp of 200% of the exp they earned from the skill up to a maximum of 50k exp. So this would mean everyone would at least be encouraged to try the skill up to about level 30 and then have a much better idea as to whether they want it. Because there are far too many anti-change people in osrs, which is sometimes good and sometimes bad. People didn't like slayer when it came out either but there wasn't a vote system back then and now everyone loves that skill.

22-Jun-2014 15:37:35

Marley Crow

Marley Crow

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I really like the idea of making new things and the skill in general.

People who skill really need a challenge like god wars and bosses. Imagine being a level 3 player with huge skill stats mining rune in the wild. The potential for a huge payoff should be considered.

Speaking of level 3 players...they go to great lengths to maintain and take pride in their non combat ways. I would like to see quartz used to make non combat axes and picks and the ash, elm, or redwood into fishing poles via fletching. These items can then be imbued with rare minerals and give them properties equal to dragon weapons and armor. Of course they are not combat related.

People who skill should be able to walk around with these fishing poles, butterfly nets, hunting outfits, wc axes, mining picks, runecrafting clothes....the list can go on. But the bottom line is that I want level 3 people to have access to items that maxed combat people will look on in awe.

Omg did you see that guilded redwood fishing pole!

Fishing poles, nets, cages should be wielded like a 2 handed god sword.

Anyway that's my take. I've been playing a long time and don't speak out much anymore on game since eoc but I do like where oh seven is going.

Cheers =]

- Marley

22-Jun-2014 15:47:57

Sk8r Dan Man
Feb Member 2013

Sk8r Dan Man

Posts: 374 Silver Posts by user Forum Profile RuneMetrics Profile
The idea to incorporate gathering skills into this may be a good one, but I'm not sure I see how that wasn't already the case for the other version. The last dev blog had lots of people complaining that this skill would be expensive, when really it would just make gathering skills more profitable.
I'm okay with incorporating gathering skills into Artisan, but if we can just do a gathering tasks back to back for xp, then it becomes a gathering skill, rather than an Artisan skill. As such, gathering tasks should produce the lowest xp rates, as compared to the crafting tasks.
I don't see why it should be necessary for crafting tasks to always be preceded by gathering tasks. I think we should be able to chose which we want, but keep crafting tasks relevant to the most recent gathering task. This means that although gathering tasks are slower xp rates, it also makes the skill free, or even profitable, because you don't have to buy the materials to finish your crafting tasks, where the bulk of the xp is. This provides both a slow but profitable, and a fast but expensive training methods. Of course, remember that crafted items can be sold as well, possibly for smaller profit.
For balance, gathering xp rates should be low enough that it doesn't become a primary means of training, but still high enough that players are encouraged to gather their own materials for their crafting tasks.

In summary, we could choose to do a gathering task, or a crafting task. If we choose gathering, then our next task can be another gathering task, or a crafting task that will require the resources gathered on our last task. This is slower xp, but we can don't have to spend gold on resources, and can even sell gathered resources for profit.
If we chose crafting, then we need to acquire the resources by some other means, probably by purchasing from other players. This is more expensive, but we gain faster artisan xp rates.

22-Jun-2014 15:52:07

Joaodg

Joaodg

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Hopefully artisan won't pass =)
It would be cool to have a pking related skill tho :D
There are far more important updates as pernament f2p, making wildy even more active and start thinking about good ways to introduce the new continent =p

22-Jun-2014 16:08:07

CRITlC

CRITlC

Posts: 33 Bronze Posts by user Forum Profile RuneMetrics Profile
I would say don't make items untradeable, because this seems like it would remove value for people who don't want to use the items themselves. However, to also address the "artisan doesn't feel unique enough" concern, some (most?) artisan items could be like broad bolts: you need X level to use them, and serious investment into the skill to make them.

22-Jun-2014 16:45:03

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