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Dev blog: Artisan

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Norb
Mar Member 2024

Norb

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The thing that kills me about this development is that Artisan is completely unnecessary for this content and rewards to exist. Like literally, the developers could add all of this new stuff (fillets, totems, etc) without needing a new skill to justify it. Why do we need to level up an arbitrary skill to cook fish with herbs? Fillets should unlock automatically with the appropriate herb and cooking levels! Or a character could teach us the ability as a reward for a quest. Attaching it to a skill named "Artisan" just seems so pointless.

I'm just not convinced this needs to be a skill. I'd rather just go to a "task master" like the mysterious old man and do these exact tasks. Future quests could unlock other, better, task masters.

I will be voting no to Artisan. If a new skill is added to the game I would like it to be something that brings something new to the table. New gameplay mechanics, content, and resources please. Don't staple a bunch of current skills together and call it a new skill.

11-Jul-2014 05:01:58

Turlo

Turlo

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I don't support any reward system in Artisian which gives combat bonuses. It's slow transitions such as these ones which lead to the state of an overpowered/unbalanced combat system such as the one JUST BEFORE EOC WAS released (eg. ganodermic armour, damage absorbing). Combat bonuses from Artisian would be similar to the adding of the 'bonfire hp bonus' updated into the firemaking skill in 'main RS'. It became so that PKers (especially Dharok pkers) HAD to always make a bonfire to get extra HP before fighting and this had to be done every single 30 minute-or-so interval. Herblore is enough. We don't need another non-combat skill to provide in-combat bonuses.

11-Jul-2014 05:02:09

Jake 1500
Jan Member 2021

Jake 1500

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I don't want artisans skill in this game, it doesn't even exist in runescape 3, so im gonna vote no if you put it on the poll, at least have an old school beta server with the artisans skill to let us try it out whether if we decide to like the skill or not to decide if we do want it in the game or not.

11-Jul-2014 06:02:09

Alchemistry

Alchemistry

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I am one of the many that were against the skill in the beginning based on the content at first. I know there are many that just don't want anything done to oldschool, but I want to clarify I am not one with that mindset. So with that being said,

GJ OSRS DEVS :D


The skill you've re-re-presented is looking better and better. It looks as if there is a long way to go still to satisfy the community with a worthwhile skill, but with this blog the future doesn't look so bleak as it did before.

Starting from the top-

-------------Resource Gathering--------------

Adding new resources isn't a bad idea in my opinion, I'd like to see a few more, personally. If the items gathered from the skill are going to be used directly into the following task, that's all fine and dandy; it won't impact the economy with a flood of forced-collected items. One concern I have as I think a lot of other players have is the impact on exp rates. I want Artisan to be worthwhile, and faster resources gathering is fine, but people may be worried that the exp they've gotten so far will be a bit de-valued. Not only that, but if things are gotten faster, wouldn't that also impact the economy? I want to offer a solution, but the only thing I can think of would be to add more artisan-unique resources, and allow the faster resource gathering only to apply to those on a certain task. No economy inflation, and if the exp rates for artisan resources are fixed, no devaluing of exp, either.

Another suggestion I have, as far as something I'd like to see instead of voicing concern, is a lot more skill cross-over. As someone mentioned before, some skillers might choose to skill only one skill in order to get the most exp/hr. I'd like to see getting 2, 3, or even 4 resource gathering tasks in a row, combining them across various skills and levels to create things truly awesome. I know there's things currently that use 2 skills, but it's more after-the-fact of crafting, like burning a totem.

11-Jul-2014 06:22:33 - Last edited on 11-Jul-2014 06:28:30 by Alchemistry

Alchemistry

Alchemistry

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Continued.

----Artisan Points----

I think these are fine. I'd like some kind of artisan point shop like slayer, but it's not necessary. I don't think there should be as many block options as slayer, as part of what will make things like elemental runes not de-value combo runes is the fact that tasks given should be random. if you eliminate too much of the randomness, the economy will respond.

-----Fish Fillets!------

I think if a lot of the content is like this we'll be in good shape. As with everything else I do have a problem with it, however. Adding the herbs to the fish is a great idea, giving them a bonus effect. These will be used in combat, as that's almost the only purpose of food, obviously, that being said- do we REALLY need anymore RNG in combat? even if you have to lower the effects some more, RNG is just frustrating for anyone. You don't even need to lower the stats, honestly, people are going to be using pots in pvp since they're better anyway, so if you want them to be useful, why not add an effect that, if the status it is trying to boost is better than what the food will provide, it should instead just increase the duration of the current boost, for stat boosts, it will just degrade a little slower, whatever the option, these NEED to be 100% chance. I get that they're still food and it still heals and this would just be a little perk, but if someone is going to pay extra for something, it should be worth the extra coin, no?

----Carvings----

I'm not sure how I feel about these. Again, RNG is frustrating, but it's not combat so people can deal with it. As long as the extra ore doesn't provide exp I think people will be fine with this idea.

---Artisan Tools---
Obviously something most skillers will be excited for. They look good, I'd like to see more, maybe some farming tools, combining the dipper, magic pruners, and the spade (maybe the rake too?)Only issue I have with this is the Expert Harpoon makes barbed-tail harpoon dead content, No-no.

11-Jul-2014 06:24:07

Alchemistry

Alchemistry

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Continued.

---Totems---

HALLELUJAH, THEY MADE FIREMAKING MAKE SENSE AND USEFUL!


Jokes aside, I like this content too. Could maybe involve some player to player interactions, maybe giving each totem a few burners, allowing other players with the fming skill, but not the artisan skill, to use a placed totem. Money transactions could be involved.

^ in no way is that what I think should be done, only an idea that came to mind.

Here's comes the confusion-

The effects don't really seem to scale with level. I know it's only in an early stage, but there's plenty of things to get me to a designated plot, not too many ways to start getting resources faster, so why is plot teleportation high-end, and resource doubling at the very bottom? it just doesn't seem balanced. ( I know, it was stated balance would come later.)

Still, totems are one of my favorite pieces of content being speculated.

----2-Handed crossbows----

I like how you said you weren't going to impact combat, but you made a new type of bow.That being said, I'm not complaining, I WANT this skill to impact combat. I don't want this to be a dead piece of content, which it's looking like it might be. The bolts these things use should come from artisan as well, they need to be bigger and make it feel like the bows are actually an option over other weapons, gem-bolts included of
course. With such a heavy bow, what's the advantage? longer range? bleh, no one cares. (does anyone use longbows? didn't think so.) With heavier power, one would think these bolts might do some armor piercing. Doing exactly that would be overpowered, obviously, but maybe add some appealing aspects to it when fighting armored users. It could be the huge bolt-crushing aspect of what it seems to look like, or maybe even a knock-back(woah, slow down their with your combat-changing magic, wizard.) I'm getting off into other things that probably won't happen again, but I hope you think about these harder. Also, I like the str req.

11-Jul-2014 06:26:24

Alchemistry

Alchemistry

Posts: 752 Gold Posts by user Forum Profile RuneMetrics Profile
continued.

--slow burners--

Seems fine, kinda boring, but whatever.

---Elemental Runes---

If these tasks are rare then they'll be fine. Rcing is a skill not used too-often anyway. I do hope you take extra care with this, it could seriously hurt the economy and create a noticeable bit of dead-content otherwise.

---Construction Shortcuts---

Finally.


---Skilling Bracelets---

Looks pretty balanced. I'd like some farming ones. Maybe some more variety, like adding a chance for an artisan points.


---Figurines---

I'm not big on construction, but doesn't some of the higher level things cost a few mil in terms of materials? That just seems like a roulette wheel where no-body wins. I could be wrong though, like I said I haven't done construction in awhile.


--Clothing--

I feel like you're too afraid to add clothing that actually has an impact. Cosmetics are fine and all, but maybe some of these bonus can be sort of embroidered onto existing items? Would make it feel worthwhile at least. Might be a little too non-oldschool for this player-base, however.

---Summary---

Skill seems to be getting better. I didn't like the idea at first, I even went around telling players to vote no on it, even if we didn't get anything in it's place, but I'm warming up to it real fast, as long as a lot of what will be implemented looks a lot like this stuff, especially the totems. If I had to pick one of the suggestions I made to champion over the others it would be the one where multiple resources tasks could be sequenced in order to make items involving 3-4 skills at a time. That would make the Artisan skill truly what it should be in my own opinion. Thanks for reading, hope I can get some feedback.

11-Jul-2014 06:27:48

Tory10000

Tory10000

Posts: 365 Silver Posts by user Forum Profile RuneMetrics Profile
Still voting no.
Reasoning:
Artisan still doesn't take up the space of a skill. It would work better as a separate task system, without being a skill. It could even not include leveling at all; the high level tasks could be given to players with high level skills to make high tier stuff. Or, even better, remove the middle-man completely; If you have X woodcutting and Y smithing, you can automatically make Z item whenever you want. Why does an artisan master have to tell me to do it, to make it possible/work? no character ever taught our PC's how to make a platebody, they just walk to an anvil and hit it with a hammer and bam, platebody. Just like our PC's can walk up to an anvil with no previous knowledge of doing it and do it , our characters should be able to make these special items (the rewards of artisan) as soon as they have the levels to do it.

Most of the rewards are uninspiring, and only one caught my attention (adding herbs to fish). Rewards that are meaningful, make sense, and add dimension to the game should be thought-up before polling.

11-Jul-2014 06:37:56

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