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Meta1core

Meta1core

Posts: 67 Iron Posts by user Forum Profile RuneMetrics Profile
I believe the Artisan skill could be a big improvement to the game. It adds more choice as to how one can train non-combat skills; just like slayer is to combat skills. I like the idea of appealing to those who do not care for combat. As of right now, the only recommendation I have is: MAKE SURE THINGS ARE BALANCED and it does not effect any existing skills or items too negatively. I can't wait to see how things turn out - hopefully your hard work is not put to waste! :)

23-Jun-2014 07:56:35

Moist Elax
Aug Member 2022

Moist Elax

Posts: 1,962 Mithril Posts by user Forum Profile RuneMetrics Profile
First I'm going to say this blog is a lot better than the first one. However, I see very closely how this skill is close to divination but with a slayer system. To all of you saying this skill shouldn't relate to combat.....everything relates to combat...cooking, fishing, hunter, fletching, crafting, etc all related to combat because this game is set medieval but even still.....you buy what someone else makes for you in real life....some people make their own....while others buy. I'm so sick of people talking about "it doesn't feel old school" but you didn't complain for MORE bank space...Bank tabs which didn't come out until 2008, dragon pickaxe wasn't until 2009 and something after dragon claws. You need to understand this game is just Old-school in the sense of the COMBAT system aka PRE-EOC but way better because WE the community can VOTE for updates and not just wake up one day to see" oh look a new quest"....3 days later...."oh another quest plus new armour"...hmm still haven't added the elf city I see*10 years later* Ideas for new dragon and crystal equipment don't even apply to RS3 like we imagined since 2004.

Old-school is supposed to be dated in 2007 because that's all they had to give us...that didn't mean everything will ONLY be 2007 or old but it opened up an opportunity for the old and new players to experience nostalgia and history along with making new history for WHAT THEY VOTED on. RS3 coming with legacy is a prime example of them realizing this. Anyway, I kind of thought about the skill being slayer like and I think it's pretty cool but chopping level 85 logs might be tedious considering magic logs, but im sure the exp rates can be fixed and hopefully it's not 1:1 =/. Also I still hate the concept of getting a task for so many skills....slayer has a small set of tasks compared to this skill 0_o...I prefer my idea on page 52 and 53 on the first blog on getting scrap metal and getting tasks to forge items from them.

23-Jun-2014 08:05:04

Moist Elax
Aug Member 2022

Moist Elax

Posts: 1,962 Mithril Posts by user Forum Profile RuneMetrics Profile
Also I really do agree on everyone that we were forced to pick one of these skills. There should have be a "NONE OF THESE SKILLS" or at least we should have done a voting tournament between majority of the possible ideas that you guys could do. Each week we vote out of 4-6 skill ideas with also having the option of "NONE" the final 2-4 will all have their concepts explained in FULL DETAIL before we vote because voting for a TITLE before the concept is just stupid. We did various polls on GWD for what will be including...addressing the addy bar issue....IF it should be released...etc. It's like just giving the title of a movie or book without any summary...PEOPLE WILL JUDGE THE COVER and when i heard artisan, I had high expectations and some of these still aren't met. I want those idols or whatever to rep summoning pets because honestly I loved summoning for skills. Yes the pack yak is still beast on rs3 but having extra boosts while fishing, easier routes for runecrafting, the mining boost at the LRC, helped us against bots and merchers. Learn how the economy works people....stop using your basic concepts of economics as an excuse to why you will say no because you were wrong in the past and still will be wrong about items crashing or being worthless....the GWD poll economic experts on barrows gear was a joke. Again....if you disagree it's fine but as I always say.......WE CAN VOTE ON IT......please give us polls on ideas on how to earn points or how to GATHER EXP. Then a poll on the rewards featuring the ones you currently stated with a wide variety of community ideas saying yes or no. Every idea that passes will then have more polls on deciding each feature. If we vote almost EVERY detail, the skill would get better feedback.....then release a FULL detail of the skill and let us have a final say on yes or no. This can take up to a year but will be well worth it if we all pitch in and again if WE SAY NO on the final draft...drop it.

23-Jun-2014 08:05:20 - Last edited on 23-Jun-2014 08:24:56 by Moist Elax

Leejjon

Leejjon

Posts: 144 Iron Posts by user Forum Profile RuneMetrics Profile
Make the doom runes tradeable please. So that if the majority votes yes I won't have to skill and have more inventory spots when I'm tbing in the wilderness.

A big no to damage boosters.

Original message details are unavailable.
Original message details are unavailable.
Seems ok, but making things tradeable sounds like a bad idea. This game needs upgrades that are only acquired by leveling and creating them yourself. The overloads were a great idea and really breathed life in herblore which was otherwise a pointless waste of money and time to level.

this is the ticket.

So this game needs upgrades that can only be acquired by leveling and creating them yourself because so you can feel special for having exclusive advantages? Of course not, just make them tradeable so that people who don't like this skill don't have to train it. You should train this skill if you enjoy training this skill, not just because you'd miss out advantages if you wouldn't train it.

A lot of people have the bad habit of thinking that new skills with exclusive OP rewards keeps the game alive because it gives people new goals. That went wrong on the live game with summoning(yaks), dungeoneering (chaotics) and overloads. All you achieve is that some people will quit and some will be forced to spend time on stuff they don't like to be able to compete (while not being able to do other things in the game they enjoy).

23-Jun-2014 08:27:11 - Last edited on 23-Jun-2014 09:19:32 by Leejjon

Moist Elax
Aug Member 2022

Moist Elax

Posts: 1,962 Mithril Posts by user Forum Profile RuneMetrics Profile
Original message details are unavailable.
Make the doom runes tradeable please. So that if the majority votes yes I won't have to skill and have more inventory spots when I'm tbing in the wilderness.

A big no to damage boosters.

Original message details are unavailable.
Original message details are unavailable.
Seems ok, but making things tradeable sounds like a bad idea. This game needs upgrades that are only acquired by leveling and creating them yourself. The overloads were a great idea and really breathed life in herblore which was otherwise a pointless waste of money and time to level.

this is the ticket.

So this game needs upgrades that can only be acquired by leveling and creating them yourself because so you can feel special for having exclusive advantages? Of course not, just make them tradeable so that people who don't like this skill don't have to train it. You should train this skill if you enjoy training this skill, not just because you'd miss out advantages if you wouldn't train it.

A lot of people have the bad habit of thinking that new skills with exclusive OP rewards keeps the game alive because it forces people to do the new content. That went wrong on the live game with summoning(yaks), dungeoneering (chaotics) and overloads. All you achieve is that some people will quit and some will be forced to spend time on stuff they don't like to be able to compete (while not being able to do other things in the game they enjoy).


Summoning had bad rep in the beginning because of how little people knew to train it. It took so long for some monsters to drop charms, we all thought it was 30x as slow as slayer. Once we learned about it along with some updates, you needed money and combat to train it which I agree sucked for skillers. Chaotics wasn't that OP'ed....like people claim AGS is but to get your first one, you needed 80 Dung+ at first they were 2x the tokens. You also couldn't protect them at first.

23-Jun-2014 09:47:02

Moist Elax
Aug Member 2022

Moist Elax

Posts: 1,962 Mithril Posts by user Forum Profile RuneMetrics Profile
@kill today

Non-tradable items help against price manipulation merchers to a point but it all varies on what those items are. There is nothing wrong with merchanting because thats how the worlds economy is and it's not a crime to buy low and sell higher. The masters in the world are convenient stores. They know some people need things quick and asap and don't have time to go further away to a grocery store so they charge higher. Some people don't mind paying a bit extra. Also because of the current trading, time zones play a big role on prices. During US peek hours, items are usually cheaper or at their right prices....but at around 9 pm cst, you see more people buying than selling a lot of supplies so that makes a difference as well. I agree on new content isn't what keeps this game going and people really do need to stop thinking that but as with anything, we SHOULD have a vote on it. Overloads didn't even do anything lol...you couldn't use them in the wildy so what's the problem? Like someone said they revamped herblore which is 100% correct and gave herbs a big boost which helped me actually do farm runs. Getting torstols from slayer was a blessing...using juju potions.....almost all herbs were valuable on making supers and up. Summoning also boosted some stuff like green sallies....water tallies from DKS was godly, it gave alot of skillers a way to make money as most methods were controlled by bots/merchers. You still will have botters but getting rewards non-tradable and only areas that require high levels is how you keep gold farming down while also keeping prices up to par because it won't be flooded since it's going to take effort to get it. Just because you don't enjoy the skill, doesn't make ti right to say NO to it....I hate herblore but I trained it asap on release of osrs for super restores *making them myself and avoiding being annoyed by merchers*

23-Jun-2014 09:48:02 - Last edited on 23-Jun-2014 10:05:55 by Moist Elax

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...

How about if instead of particular totems buffing combat to a certain creature they just increase the duration of our potion buffs**

**:
- lvl 50 Artisan Totem: drains 25% slower,
- lvl 70 Artisan Totem: drains 50% slower,
- lvl 85 Artisan Totem: drains 75% slower,
- lvl 99 Artisan Totem: drains 100% slower.

Thoughts?

AND:
I'd love to see at certain levels you be able to learn how to make wield-able tools, for smithing, crafting, fishing etc.

23-Jun-2014 10:50:44

Loco Brutal

Loco Brutal

Posts: 12 Bronze Posts by user Forum Profile RuneMetrics Profile
Much better than the last dev blog.



IDEA - Tool Belt
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I have an idea, the tool belt . Where the higher the artisan you have the more slots or quality it has, for example level 20 artisan might have a 2 slot tool belt, 3 slot for 30 etc up to 9 slot at 90. Any tool belt reward would be so good.
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BAD REWARD - bonus xp effigys, remove them!

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One thing i hated about the dev blog before this was the bonus xp effigys when fighting, it would be like having a slayer reward giving you bonus xp when chopping trees, it just doesn't fit. Its a non-combat skill so let the rewards be non-combat.
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IDEA - Combining skill outfits (example: graceful + prospector into one)

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One idea i have (not sure if anyone has mentioned it yet) would be able to combine the skilling sets together. Example: You could combine the graceful outfit with the Prospector's outfit to get the weight reduction AND the mining bonus.
===============================================================

23-Jun-2014 12:39:47

Zarodyl
May Member 2005

Zarodyl

Posts: 152 Iron Posts by user Forum Profile RuneMetrics Profile
Initially I was skeptical about adding a new skill; the basic description of Artisan made it sound like a skilling version of Slayer. However, after checking out this dev blog, it's slowly grown on me and I think it could be something really unique and interesting. In all likelihood it has my support.

23-Jun-2014 13:34:40

Rollingdicee
Sep Member 2023

Rollingdicee

Posts: 3,475 Adamant Posts by user Forum Profile RuneMetrics Profile
I like the Tool Belt idea above, but dont make it as it is in RS3 where you cant take your items out once you've added them. I didn't take the time to read 40+ pages but what about a tie in to Smithing / Firemaking / Herblore / Crafting for weapons, IE temporary poisons (for more than just daggers, like a poison coated Longsword of some type), Banes (temporary slight damage increase to a category of monsters, such as Demons / Ghosts etc.) temporary oils to coat any weapon *within reason* in flames and useful flaming arrows, and new specials to existing weapons ( IE obsidian weapons, like the sword, dagger, throwing weapon, which are all considered useless by many). Just some thoughts, i know its not well organized :P

23-Jun-2014 13:38:24 - Last edited on 23-Jun-2014 13:40:23 by Rollingdicee

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