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RuneArc

RuneArc

Posts: 7 Bronze Posts by user Forum Profile RuneMetrics Profile
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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.

I like this guy.

22-Jun-2014 18:27:24

Pk King X11

Pk King X11

Posts: 1,007 Mithril Posts by user Forum Profile RuneMetrics Profile
Original message details are unavailable.
Original message details are unavailable.
In the Update Priority poll, the third most important thing the community voted for was a new skill.


Yes, but where did you say Summoning, Dungeoneering and Sailing would be excluded when you introduced the Update Priority Poll?


^ 1+

22-Jun-2014 18:28:03

Paladine

Paladine

Posts: 8,002 Rune Posts by user Forum Profile RuneMetrics Profile
Each artisan master will grant you access to a resource area which contains the new resources plus a selection of other resources which you will find useful.

In order to craft anything in a crafting assignment, you will need to use an artisan’s workshop. Each artisan will give you access to their workshop if you have the right artisan level. Alternatively if you have the right construction level, you can build your own in your POH.

- Thank you, this sounds more reasonable. I was afraid this skill would be mainly travelling for e.g. a furnace, rune altar, etc.

You will use only the resource from your gathering task and your level in another skill to make this item
- I'm glad you can't buy your way through the skill

Slow burners - useless? Not sure where I'd need a long lasting fire as I tend to catch fish, bank 1k, then cook 1k. Maybe others would find it useful.

Bracelets - nah, I know it degrades, but I don't think you need to make gathering skills more profitable by directly increasing the amount you get

Combining runes - sounds interesting

Quartz figurines - nah, it's the same as Bracelets

Construction shortcuts - YES, great idea

Adapted pickaxes and hatchets - so a Level 3 can equip a Rune Pickaxe? Sounds ok

Totems - nah, these all make the game "easier" directly. We have cooking gauntlets for reducing burnt %, better axes/pickaxes for faster resource gathering, energy pots/agility level/grace gear/etc. We most certainly do NOT need damage boosts to enemies.

What else does artisan unlock? - no no no, making clothes or robes = Crafting. I would *only* be ok if Artisan unlocked making cosmetic clothes (including dyes). That way it's quite different from Crafting.

I'm all for "different" or "new" rewards like the make-your-own shortcuts or clothing dyes, but not direct boosts like "increase the rate of gathering resources".

22-Jun-2014 18:38:42

LethalAgain

LethalAgain

Posts: 2 Bronze Posts by user Forum Profile RuneMetrics Profile
Hi all,

i think Jagex shouldn't set the focus on the rewards - more on " how to train
".

Actually i will vote NO, cause I'm not interested in Tasks like "Fish 89 sharks and show them to me." -- What's about a Fragment-System where you can decide what to do now?

For example: "I want to see 1435 Fishing fragments!" ... For fishing 'Trouts' I'll get 2 fragments each. For fishing sharks I'll get 10! In the end both ways will take nearly the same amount of time. Difference:

Way(1): More fishing xp, less GP
Way(2): Less fishing xp, more GP

You know what i mean? ;)

After that you give the fragments to the "Artisan master" and be rewarded with POINTS -> this you can exchange for "special leather, gems .." whatever.
INFINITE POSIBILITIES!


SO you dont have to wait for specific "tasks" to get the items you want!

Furthermore there should be something implemented that would let me think:
"
OH NO .. why *censored* I'm only lvl4 Artisan!?
"

Best idea in my opinion: Random appearing
rocks
(ye.. like shootingstars, but more common!) all over the world. At the area near Lumbridge there should be like 5. (That's common!)

Next to this rocks there are different fragments on the floor of all non-combat skills you can collect and use for your next task. AND with your ARTISAN-Skill you can create a totem/sculpture out of the rock .. which will last for 30 minutes and will give a 10% xp-boost (radius 15x15 fields) to every player who helped to build. Furthermore you'll gain some XP at building the sculpture. Every rock has a lvl from 1 to 99! Required to build...

(Less than TASKS, but decent xp ..) Maybe you'll "find" some arrowheads, raw fish or whatever too ..

This would make the skill more attractive to me (any maybe some other players). And will re-socialise the game a bit more.

~ Lethal

BTW: Sorry for bad englisch. :D

22-Jun-2014 19:12:31 - Last edited on 22-Jun-2014 19:16:55 by LethalAgain

Foxe
Mar Member 2023

Foxe

Posts: 111 Iron Posts by user Forum Profile RuneMetrics Profile
Equipable Runes or Spells??

It seems to me that runes do nothing in your inventory other than take up space. Maybe equipping as many runes as you want would be slight OP but how about using the new skill to create equipable spells (like arrows) which are auto cast when you have a staff equipped. For instance, using the appropriate runes and an artisan specific item (e.g. tote of inspiration) you create an equitable spell, similar to the idea of a tele tab.

I'm undecided whether they should be tradable or not, and if they should indeed be auto cast or just mean that the runes appear in the spell book automatically. Also, if used when pking what should happen to the runes on death? Thoughts?

22-Jun-2014 19:25:36

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