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Lewis Shoot
Oct Member 2005

Lewis Shoot

Posts: 3,825 Adamant Posts by user Forum Profile RuneMetrics Profile
sounds likes its improving,
If you get a resource task do you always have to have a crafting task after?

But either way I dont feel this is old school, adding a new skill isn't old school, many of the people who voted for a new skill clearly wanted summoning, dungeoneering and maybe even divination. I highly doubt they were thinking about an old school exclusive task system
RIP Forums :(
Finally we have signatures in the surprise forum update. I'm Lewis, I play Old School & I've been playing since 2005.

20-Jun-2014 14:58:23

Denvar

Denvar

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Personally, the big yes or no factor for me is whether or not the skill is "required" to be effective in the game. Summoning and Dungeoneering, along with the variety of xp boosting items have always been something I have hated. This isn't because bonus xp is bad by design, but the fact that it adds more things that a player has to do to train effectively, so that they are not "wasting xp." One of the things I enjoy about OSRS is that if I want to go fishing, I grab my harpoon and fish. I don't need my familiars and urns and xp boosting jewelry and auras; I just fish. If the artisan skill takes away from the simplicity of skill training, then I am afraid it will be an instant "no" from me. However, I feel that the combination runes and run restoring items previewed are both great because they add alternative convenience without being "required" for efficiency; I can still drink energy pots or use multiple runes and end up with one or two less inventory spaces without major trouble. However if I am suddenly making X% less experience simply because I am not regularly making my *insert item here* and using it while skilling, it is detrimental to what I feel is a large part of OSRS. Definitely some good improvements from the last blog though, props :)

tl;dr: xp boosting = bad ; convenience = good

20-Jun-2014 14:59:20

Alpaca

Alpaca

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Original message details are unavailable.


1. Why do you think they sound overpowered?

2. The shortcuts will be like agility shortcuts and nothing like lodestones - for example, building a bridge over the River Lum that you can cross.

3. The biggest part of the skill is creating which is why you can make unique items using the artisan skill. Think of it as a skill in two parts: you gather the materials, then make something with them.

4. Is that because of the first three points you made or are there other reasons?


I think what you guys should STRONGLY focus on is making this skill at X level you can learn how to make these new abilities. I.e. the runecrafting one could be 70 Artisan to make.

1. Yeah the new runes do not seem all that over powered and talismans are in high demand so they are very costly to obtain. My only thought is there should be no double runes for any combinations of mind, chaos, or death.

2. This one is iffy and I am not sure how I feel about it. Maybe if it was time consuming to produce these slabs and they only had single usage. Just like the rope in Underground Pass? Once again may require level 50 Artisan to learn how to do this.

I like this idea, but it still needs more work in my opinion. I think you guys should focus more on reviving old content instead of trying out a bunch of new ideas.

I think a more advanced version of Barbarian Training is what this skill should have incorporated.

20-Jun-2014 14:59:59

[#H7D91YQ19]

[#H7D91YQ19]

Posts: 152 Iron Posts by user Forum Profile RuneMetrics Profile
@Alpaca

"I think what you guys should STRONGLY focus on is making this skill at X level you can learn how to make these new abilities. I.e. the runecrafting one could be 70 Artisan to make."

I strongly agree. The basis of this skill should be to offer new resources for existing skills. If we compare it to slayer, in which there are new monsters to kill in the same way with a higher slayer level, I think the new resources should come at certain Artisan levels as well.

20-Jun-2014 15:02:39

Penny347

Penny347

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I honestly didn't like the initial concept that much, but this newer version is a little more intriguing. It's sort of like slayer with non-combat skills. I think that's kinda cool, but any big alterations to the game shouldn't happen so we don't get the same problem as in RS3. Maybe like a new mine or alter, stuff that isn't too hugely changing would probably be ok. But too much else would ruin the nostalgia...which is why we are all playing '07 Runescape in the first place.

20-Jun-2014 15:03:04

3Body

3Body

Posts: 296 Silver Posts by user Forum Profile RuneMetrics Profile
This is 100% better than the other draft! However I feel that you're still not quite there. I know you said that the XP rates will be balanced but I need to be assured of that. I don't want anyone to be able to gain faster Runecrafting XP than whats already in the game.

Also I'm really against the Idea of any sort of combat boost with artisian.

However I think with Artisian you could introduce a brand new rune. Not a combination rune like the doom rune but a brand new one. Let's give this rune the name Artisian for lack of a better name. And with a brand new rune how about a brand new spell book? With artisian you will be able to unlock new spells in the Artisian spell book. This spell book would contain a lot of skilling spells and maybe a few new combat spells. I'm not going to go in to great detail but players have been wanting a new spell book and a great way to introduce that would be through Artisian!
Runecrafting is like bacon.

20-Jun-2014 15:04:01

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