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Dev blog: Artisan

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Seibatsu

Seibatsu

Posts: 171 Iron Posts by user Forum Profile RuneMetrics Profile
The skill isn't looking bad now :)

What I thought after reading:

-New resources and requirements to gather them seems good.
-Artisan point system seems good.
-Fish Fillets are just great, I'm sure there'll be use for those.
-Carvings. Seems like it'd be a bit of a hassle to make these all the time, but I won't really know until I've tried them myself.
-Artisan Tools. These are okay. Won't give that big advantages, I like that.
-
Totems
. These
I don't like
. I don't want to feel obligated to make these by training a lot of artisan to feel I'm getting the best possible exp in another skill like woodcutting when I want to solely train woodcutting and so on. Seems like a complete bother to use these every time I want to train a basic gathering skill.
I don't like the idea.
Even if making totems was rare to get as an artisan task, those who get 99 artisan would have a huge amount of these and could power train their other skills incredibly fast then. I don't like that at all.
-
Two handed crossbows
. I'd really like more information about these, just saying the Elm c'bow isn't as powerful as ACB doesn't help that much.
-
Slow burners
. These seem fine, but I don't want to see these as the best firemaking exp in the game, but more like something you'd just use to cook your food with.
-Combining Runes. This looks like a fine addition. Mages have always had it too hard on them, being obligated to use a lot of inventory spaces just to be able to use magic efficiently in combat. Doesn't give too big of an advantage to non-combat spells either.
-Skilling bracelets. I see this as kind of a "slayer helmet that degrades". No complaints.
-Construction. These were great.
-
Clothing
. I really like how there are purely cosmetic items there too. But
why does the level 80 magic gear have worse stats overall than level 40 mystic gear?


I have no better ideas to replace the totems with, but maybe someone else has?

11-Jul-2014 07:06:15

Seibatsu

Seibatsu

Posts: 171 Iron Posts by user Forum Profile RuneMetrics Profile
****** You might also notice that the "extra log" totems and stuff [u]do not give any exp for the extra resources. ********* -Thanks who ever posted this, didn't realize. In this case totems seem fine :) Just didn't want to get faster xp when using totems...

11-Jul-2014 07:23:21 - Last edited on 11-Jul-2014 07:25:08 by Seibatsu

Abtronic X

Abtronic X

Posts: 427 Silver Posts by user Forum Profile RuneMetrics Profile
The problem with this is is the resources.

Just think...Slayer gives you task and if you kill a creature as a slayer task,it gives you slayer XP. It is free to kill. But Artisan is NOT.

Let me explain;

For example,if I have 90 mining and the Artisan master gives me a task to mine 500 Runite ore. If I complete,it takes ages. Of course it is money,but it would be money without Artisan. I mean,if I want to level a skill, I use the most usable method instead of the most profitable. It means that I will not chop yews with 70 wc,I will chop willow. Easy to say that 'Then go to a lower level Artisan master"-but what if it gives me Oak to chop?

PLUS,if we want to level up a skill,we do X amount to level up. I mean,our goal is NOT to do X amount.

for example:

We think:
"I want to level up my mining. I will have to mine 10k Iron ores."

AND WE DON'T THINK LIKE:
"I want to do 10k iron ores. It will bring me some mining levels."


So,if you want to make Artisan usable,then make the masters not to give X amount from an item,but to give X K/M Experiences.


Like an Artisan masters says me to gain 500k Woodcutting Experience. Instead of "Cut 1k yews"

I hope it is understandable.

11-Jul-2014 07:47:06 - Last edited on 11-Jul-2014 07:50:30 by Abtronic X

Os Thaddius

Os Thaddius

Posts: 908 Gold Posts by user Forum Profile RuneMetrics Profile
Well... Since it looks like we are going to have Artisan shoved down our throats no matter what, in which case, I will now knit-pick the hell out of it and pull forth all the flaws, as I see it, and likely many will tend to agree at the end of my posts.



Fish Fillets

"A chance..." LMAO.

If I am going to go through all the trouble to create an item from resources to only get "a chance..." to give bonuses, I won't make them.

Instead, I would use the resources to create normal items that provide a 100% chance to do the exact same thing even if it means using extra inventory space.

Case in point:

Lantadyme.

If I am going to use this herb to make anti-fire protection, especially given the deadly nature of dragonfire, I will make the potion for the guaranteed effect vs the food which isn't and not getting the boost at the right time could prove fatal, especially if you are relying on the effect to be there.

Also, if I am using the anti-fire potion, why would I need a food that generates a duplicate effect that goes to waste because the potion?

At this point, most of those foods fall into the same trap as the above example. This will instantly be dead content.



Carvings

Again... "A chance..." LMAO.

Case in point:

Runite Ore.

This stuff is very expensive and there is very few spawns of it compared to the number of people who can mine it. 1243 at the time of this post. And while that is a small number now, it will eventually get crowded. That being said, using 3 ores at an average cost of, say 10k each, that's 30k for a neck item which doesn't guarantee you will get that 30k back seems overly wasteful unless the chance is at least 1/10.

Not only that, you also have to consider the fact that almost all runite is located in the deep wilderness. This means you now have to not only not have a high chance of extra ores, you stand to lose the neck item to pkers.

Con't

11-Jul-2014 07:50:11 - Last edited on 11-Jul-2014 08:25:54 by Os Thaddius

Multiverse

Multiverse

Posts: 134 Iron Posts by user Forum Profile RuneMetrics Profile
I'm a big fan of Ranging, could we maybe get a 2h crossbow that could replace the regular crossbows for training and Slayer, while not being too overpowered? I don't think Ranged weapons should be any more slow than longsword speed. Perhaps a whip equivalent that is not usable in wilderness like the trident is? Ranged deserves to be at least on par with damage output to melee outside of Dragon and Onyx Bolts (e), sitting at about 10k per bolt... -_-

11-Jul-2014 07:50:35 - Last edited on 11-Jul-2014 07:52:36 by Multiverse

Os Thaddius

Os Thaddius

Posts: 908 Gold Posts by user Forum Profile RuneMetrics Profile
And if you aren't using the wilderness spawns, that means you have only 4 spawns to work with and the respawn time is very long.

All in all, these seem very underwhelming and have a cost that just doesn't make sense, especially at higher levels.



Artisan Tools

Again here... "A chance..." LMAO.

If I am going to go to all the trouble to make these tools just to save 1 inventory slot, that better be a dam good chance and not some token craptastic 2%.

A wieldable hammer? Why isn't this just something that just gets added directly to smithing as a freebee for smiths who get to, let's say, 75 smithing. I mean really? Do we need artisan to make a hammer we can hold?

Expert's Harpoon? Isn't there a Barb-Tailed Harpoon we can already make from Hunting? Why add a duplicate item with a different name? That is just plain dumb.

While I do like the Swordfish Harpoon, the rest seems pretty useless overall, unless, like I said above, the chance of the effect is fairly substantial.



Totems

In alot of cases here... "A chance..." LMAO.

What I am seeing here is a ton of "hidden" bonus xp that is being shoved in our faces.

While the act of cutting logs and getting that bonus log with no xp seems like you aren't getting bonus xp, the truth is actually the opposite, esecially for those Do-It-Yourself types.

The act of generating an addition resource item such as a log, even with no xp gained by making that additional log, now creates additional xp when using that bonus-generated log. That bonus log gives you xp in other skills that you use it for, such as firemaking, without actually getting that log by manually cutting it. This increases your total supply of materials to train other skills, thereby revealing the "hidden xp".

Sure, you still have to go collect the materials, but getting bonus stuff will have an impact on overall xp gains across the skills at some point, and depending on how high the chance of bonus items,

con't

11-Jul-2014 07:50:46 - Last edited on 11-Jul-2014 08:07:43 by Os Thaddius

Os Thaddius

Os Thaddius

Posts: 908 Gold Posts by user Forum Profile RuneMetrics Profile
the impact could be substantial in the long run.

Now, if this was a 1-player game, the effect would not matter, but the fact is, this isn't a 1-player game, and all those extra resources could impact prices in the long term.

Some of the totems are nice, however, again, since you failed to report up-time on totems, this could become an epic waste of time to make these if they don't last long enough to pay themselves off, cost-wise.



Two-Handed Crossbows

Why create new content when you have perfectly good dead content to bring new life?

Not sure what I am talking about?

How about Longbows?

You seriously could have just made a lovely ranger sight attachment specifically for longbows. This could give them increased accuracy and increaded range just like the two-handed crossbow without needing to add a new item just for the sake of adding a new item.

And what is with the strength requirement? That is just rediculous. Most rangers, especially within the pure community, don't train strength, so this requirement entirely cuts them out of the loop. Don't you think that is a little harsh?

I don't like pures anymore that most players, but they have the right to new stuff as well, and putting a strength requirement on a new bow would just antagonize that portion of the community and generate ill feelings.

Besides, this strength requirement on a ranged item would be the equivalent of putting a strength requirement on a mage staff. It just doesn't belong there.

And last, but not least, if the best two-handed crossbow isn't as good as the one-handed ACB, it isn't going to be as an attractive choice. Most people will just fall-back on the rune crossbow for the faster speed, even at the cost of reduced damage simply because they can wear an off-hand for better stats.



Slow Burners

Oooooh wooooow maaaaan, longer lasting fire!! (Tommy Chong Voice)

For the cost of bonus xp, you expect people to seriously use coal?

con't

11-Jul-2014 07:51:34 - Last edited on 11-Jul-2014 08:26:31 by Os Thaddius

Os Thaddius

Os Thaddius

Posts: 908 Gold Posts by user Forum Profile RuneMetrics Profile
Coal is a pain in the ass to get at best, and smithing leveling takes a virtual cargo-ship worth to get 99, so having to now get even more to set-aside to do firemaking is kind of overkill.

And longer lasting fire isn't a revolutionary thing, really. A vast majority of people cook on ranges anyways, just cause it burns less food overall.

This is nice, but isn't blowing my skirt up.



Combining Runes

Holy hell, that is alot of pure essence cost to make runes!
And what do you get?
1 rune in exchange for 4-24 pure essence?

Seriously?
Do you even realize how absurd the price will be on these new runes?
Or how badly it will strain the pure essence market?

Elemental runes are really a waste of pure essence. 8 pure essence to make 1 elemental rune is silly. I could make 8 runes of various elements and get the same effect, but have much more runes. The cost-translation here baffles me.

I like the idea of combined missle runes, but look at the cost here?

To make 1 doom rune, you need 4 pure essence. Sure, it counts as 2 missle runes at the same time, but I can make those 2 missle runes for half the cost if I simply make a death rune and a chaos rune.

And teleport runes? Ha.

One teleport rune will have the same cost as 20 law runes, 3 air runes, and 1 elemental rune.

Let me break it down for you.

I can make 1 law rune, 3 air runes, and 1 "other" elemental rune and get where I want to go, so why would I waste 19 extra pure essence to make 1 teleport rune which probably goes to the same places as normal teleports?

Collossal waste of materials much?



Construction Shortcuts

I can see potential in this, but again... You failed to indicate the time they last.

If these don't have a substantial time-lasting effect, the total amount you will use them overall will likely be just a fraction of the cost in time of making them since you probably won't actually be using them a whole lot if they don't last very long.

Time is money.

con't

11-Jul-2014 07:52:00 - Last edited on 11-Jul-2014 08:20:39 by Os Thaddius

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