Forums

Dev blog: Artisan

Quick find code: 380-381-38-65435521

BioMasterZap
Jul Member 2014

BioMasterZap

Posts: 2,542 Adamant Posts by user Forum Profile RuneMetrics Profile
I've thought more about the skill and have some more feedback on it. Overall I think the skill has a lot of promise, but the current draft has some issues with it. The main issue I see is that the unique items may lose value through training the skill. So here are my suggestions to improve the skill.

You should get non-artisan crafting tasks by default and not have to unlock them. Getting only artisan crafting task would devalue the items and I think you'd want to block the non-artisan ones, not unlock them. Also, there needs to be more uses for the points to unlock new things to do off task, like broad bolts in slayer. Things like unlocking the ability to make battlestaves at high fletching out of magic logs or such.

Slayer works because its unique items are rare drops, but with artisan you'd make multiple unique items per task. One thing that could help artisan tasks stay profitable is having "rare drops" you could only get on task. For example, while on a fish fillet task, there could be a chance to cook a "perfect fillet" that would give its effect 100% of the time instead of the usual chance. These would be rare to get to make up for their added benefit and would be worth more as a result. Not sure what other tasks could gain this, but it seems perfect for fish fillets.

As for the new items, I think overall they are nice, but some should be changed or cut.
-Fish Fillets look great but if the chance is too low they could be a waste of herbs (see perfect fillet above).
-Carvings seem similar to Totems, only more focused on single ores; I think they should be removed and a new totem should be added with their effect.
-Artisan Tools are great and I'd love to see more like wieldable rods or a hammer that gives a chance to smith faster.
-Totem could be great or overpowered, depends on chance and duration. Healing Totem seems to combat focused. Farming Totems should let you choice spot or be lower level. Possibly add a Thieving or Construction Totem?

Continued...

12-Jul-2014 22:47:38

BioMasterZap
Jul Member 2014

BioMasterZap

Posts: 2,542 Adamant Posts by user Forum Profile RuneMetrics Profile
Continued...

-2H Crossbows need more details before I can decide. Currently they list strength to craft and while I am fine with them needing strength to use, I think crafting should be fletching and smithing instead.
-Slow Burners seem useless; either revise its effects or remove it.
-Combo Runes look great, probably the most useful part of the skill. Teleport should count as 2 laws for the costly teleports. Perhaps a nature/fire rune?
-Shortcuts seem nice and I am okay with them degrading. Maybe you could unlock permeant version with points though?
-Bracelets are a tricky balance of buff vs duration. Worried they could be too strong but like the idea.
-Figurines are confusing. Do they only work for your home's artisan workshop or the whole house? If the entire home, they could save too much money when building high cost things, especially if they work on flatpacks. If they only work for things made in the artisan workshop that would make them a nice way to craft more or get spare resources (depends how crafting tasks work).
-The Clothing seem good but I'd like to see more skill set like Cook's and Bowyer's; Farming, Smithing, Firemaking, Crafting, Construction, and Herblore could all get something. Also, I feel too many of the cosmetic require artisan to use; I don't mind some needing artisan but all but one lists it currently. Adding a level 10 magic set and making magician's higher artisan to make could be nice. Also, Master Crafter Boots can be made far before you can use them.

Overall I think the concept is promising, but needs some tweaks to the task system and rewards. Currently most crafting tasks seem to use wood or ores, so fishing and hunter could use some more craftings. Also, it was mentioned new resource areas would be added, but that you could use out of task; I personally think you should only be able to use them on task to prevent them from being as crowded, but maybe you could unlock new off task resource areas (perhaps with con shortcut?).

12-Jul-2014 22:47:52 - Last edited on 13-Jul-2014 12:01:34 by BioMasterZap

Buldge
Jul Member 2020

Buldge

Posts: 159 Iron Posts by user Forum Profile RuneMetrics Profile
I'm not very creative so I can't think of anything but I would love if there is something for thieving. I can't think of anything but I'm sure other people have ideas. But I would love to see something for it, right now there isn't much for it only thing I can think of are the gloves of silence but other then that nothing, maybe add more things like that.

13-Jul-2014 00:14:58

BigPuppo

BigPuppo

Posts: 11 Bronze Posts by user Forum Profile RuneMetrics Profile
guys, these 2h crossbows are an awesome idea, but the strongest on eisnt even stronger than Arma CB?

why the heck not???

literally, there is no point to making it then. or using it, or it even existing. if it does nothing that the Arma cant, why take the time to program it?


my solution, it should hit at least 5-10 points harder. this gives the player a choice. do you wanna hit hard with a 2h, and lose the def of a shield? or hit lower, but have a greater prayer bonus from arma cb+book of law? this doesnt make one bow completely useless, while keeping the other OP. its got positives and negatives.

what you suggest has no benefits to what already exists, and as such, why bother making it in the first place? i feel the same way with the third age weapons, and im almost positive theyd be worth more if they had stats like flowers or rubber chickens.... and thats a darn shame....

13-Jul-2014 02:08:12

Ac King Chri

Ac King Chri

Posts: 131 Iron Posts by user Forum Profile RuneMetrics Profile
Original message details are unavailable.
I've been following the new skill for my youtube videos mostly, at first I was rather opposed to artisan but as I edit my video for this dev blog I must admit I'm starting to like the sound of it.
Although that being said I still don't feel it is old school, adding a new skill isnt old school and many of the people who originally voted for wanting a new skill were thinking about summoning, dungeoneering and maybe even divination.

At least it's getting to a stage were if people voted it in it'd be acceptable, but it still wouldn't be old school.

i've seen allot of post like this. you all seem to forget old school was a new quest every month and a new skill every year. most of my friends quit not because of updates but because of ge and the trade limits ruined the game. aka pre eoc eoc just finished off the rest

13-Jul-2014 02:20:32

Crazyhalo54
Oct Member 2020

Crazyhalo54

Posts: 58 Iron Posts by user Forum Profile RuneMetrics Profile
Still gonna vote NO because its adding way too much to Old School RuneScape.
Maybe being a task system like slayer is wouldn't be too bad, but I don't like all these new items.

This is called Old School RuneScape for a reason...its old! Back to the way it used to be when I was younger, not new and different!
If I wanted to play RuneScape with a new skill, I'd go play RuneScape 3 with Divination. There's a reason I pay to play Old School RuneScape and it's because it's old and the way it used to be.

13-Jul-2014 04:50:08

Quick find code: 380-381-38-65435521 Back to Top