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Dev blog: Artisan

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Ancient Rage
Sep Member 2023

Ancient Rage

Posts: 544 Steel Posts by user Forum Profile RuneMetrics Profile
At this point I hope it doesn't pass, but I reserve the right to change my mind in the future. It seems to me that the amount of change this skill would implement would not be worth its bonuses. I'd say focus on BH and the continent first. Or, hint hint, a resizeable mode. (Yes, even if that alienates all other updates for a year.)

A few key points:
- Where will the skill level info for this skill go? Won't this mess up the current skill UI, as it will require a scrollbar?
- Something this big should not be passed even with a 75% vote unless the in-game polls are setup first.

13-Jul-2014 16:19:43 - Last edited on 13-Jul-2014 16:22:14 by Ancient Rage

RTG Moz
Jul Member 2023

RTG Moz

Posts: 13 Bronze Posts by user Forum Profile RuneMetrics Profile
On further thought, I'm actually more interested in the new continent than this. Whilst the new continent is definitely just as big a change as a new skill, I feel that a separate area to contain a lot of new content is better than a rather intrusive skill that effects many existing skills. I do think the Artisan concept is good, and understand how it mirrors slayer yet caters to skillers. However the sheer amount of changes is not at all appealing to me. I suppose if further developments are made you could change my mind.

13-Jul-2014 16:27:11 - Last edited on 13-Jul-2014 16:46:43 by RTG Moz

Blue Frenzy
Dec Member 2023

Blue Frenzy

Posts: 16 Bronze Posts by user Forum Profile RuneMetrics Profile
Pardon me in advance if this has been mentioned already. I have not read every page on this thread because I tire of the jerks who just say 'no' and the arguments that ensue.

I like what has been put forward at the beginning of this thread with one major exception. Why is the only farming adjustment/requirement the growing of cotton? What is the farming level to grow cotton? Farming should be as useful of a source of gathered resources as the other 4 skills are. There are very few farming rewards in comparison to other skills as well, and the best of these require level 84+ in both artisan and firemaking to use. What about farming bracelets similar to the other bracelets? What about farming outfits?

I would love to see another section added to the 'gathering of resources' that addresses the lack of farming skills. I don't care if we grow new foods (like sunflowers for sunflower seeds) that can be eaten alone directly after picking, or if we can combine current crops into new foods that need to be 'cooked', or if we grow new crops which can be chopped/ground like adding spices to existing foods to give slightly better healing stats, but I think the lack of farming uses and requirements needs to be addressed. Even adding herb growing to the assignments makes more sense since herbs are used in the artisan skill.

Foods could be used to add to clothing to mask your scent while hunting or to bait animals more than untreated clothing. If you do not want to introduce new crops, then perhaps we could grow something that gets added to existing food to make it lighter (BTW, fish fillets should be lighter in your pack than the whole fish!). Maybe foods that heal more/do more than current foods have no place in terms of unbalancing a skill, but reducing the weight of some of these foods could be an alternate benefit. Or introduce foods which temporarily boost certain skills ONLY when on artisan assignments similar to the other rewards offered by bracelets/totems/clothing.

13-Jul-2014 17:01:31

Andrew243

Andrew243

Posts: 8 Bronze Posts by user Forum Profile RuneMetrics Profile
I have 73 fishing and i VERY VERY MUCH WOULD LIKE a SHARK HARPOON or SHARK GLOVES!!!! PLEASEEEEE SOMETHING TO IMPROVE SHARK FISHING AND MAKE IT FASTER> FISTS OF GUTHIX OR JUST AN EQUIP able harpoon that would make shark fishing faster pleaseeee!!!

13-Jul-2014 17:48:50

Stinkowing
Jun Member 2006

Stinkowing

Posts: 1,199 Mithril Posts by user Forum Profile RuneMetrics Profile
Original message details are unavailable.
Please do not add this garbage.


It's posts like this that make me wonder about the future of RuneScape in general, RS3 and Old School alike.

What about it "garbage"? Why should it not be added? What do you think could improve it? Don't just blindly whine about stuff and expect people to feel the same way, especially since you didn't bother to explain your reasoning. =|
Oh, I almost forgot.
Oh, I already forgot.

13-Jul-2014 17:52:03

Beatrix
Jun Member 2014

Beatrix

Posts: 1,874 Mithril Posts by user Forum Profile RuneMetrics Profile
Original message details are unavailable.
Original message details are unavailable.
Please do not add this garbage.


It's posts like this that make me wonder about the future of RuneScape in general, RS3 and Old School alike.

What about it "garbage"? Why should it not be added? What do you think could improve it? Don't just blindly whine about stuff and expect people to feel the same way, especially since you didn't bother to explain your reasoning. =|


I also think that this skill is unnecessary. I don't want it to come to OSRS. It's just one of those things, you read what it is and imagine yourself using the new content and all you feel is nauseous shudder.

The poll which asked for our preferred new skill didn't include the option for "no new skills please". I'm sure that option would have gotten the necessary 25% to trump this so called "garbage" before it got to this stage of development.

13-Jul-2014 18:00:18

Viserys
Feb Member 2015

Viserys

Posts: 23 Bronze Posts by user Forum Profile RuneMetrics Profile
On topic: I liked the idea of a "slayer-like non-combat skill" but the rewards just don't seem worth the time it would take to train the skill. Perhaps if they were changed I would consider voting yes, but seeing as combat rewards are out of the question I don't see that happening. I only voted yes to wanting a new skill because I thought it would add a new dimension to the game, much like dungeoneering did. That's something I'd really be interested in, minus the overpowered weapon rewards (perhaps some tradeable PvM only weapons could be substituted for chaotics).

My 2 cents: The reality is this will not get the 75% vote it needs to pass. The feedback on this thread is very mixed and you need to consider the thousands of people who aren't even reading these posts, most of whom will undoubtedly vote no. The addition of a new skill is wayyyy too ambitious at this stage if you ask me. At the conclusion of this project you'll have wasted an enormous amount of time. I understand the game needs new content to keep players interested but at some point you need to sit back and ask yourself, "Is this in the best interest of the old school commmunity?" My suggestion is to release a poll alongside each of these dev blogs asking players if they would be in favor of adding this edition of the skill to the game. If you only get 60% approval then you know that this is probably a lost cause.

13-Jul-2014 18:11:22

Angel2D4

Angel2D4

Posts: 15,772 Opal Posts by user Forum Profile RuneMetrics Profile
Original message details are unavailable.
Pardon me in advance if this has been mentioned already. I have not read every page on this thread because I tire of the jerks who just say 'no' and the arguments that ensue.

I like what has been put forward at the beginning of this thread with one major exception. Why is the only farming adjustment/requirement the growing of cotton? What is the farming level to grow cotton? Farming should be as useful of a source of gathered resources as the other 4 skills are. There are very few farming rewards in comparison to other skills as well, and the best of these require level 84+ in both artisan and firemaking to use. What about farming bracelets similar to the other bracelets? What about farming outfits?

I would love to see another section added to the 'gathering of resources' that addresses the lack of farming skills. I don't care if we grow new foods (like sunflowers for sunflower seeds) that can be eaten alone directly after picking, or if we can combine current crops into new foods that need to be 'cooked', or if we grow new crops which can be chopped/ground like adding spices to existing foods to give slightly better healing stats, but I think the lack of farming uses and requirements needs to be addressed. Even adding herb growing to the assignments makes more sense since herbs are used in the artisan skill.

Foods could be used to add to clothing to mask your scent while hunting or to bait animals more than untreated clothing. If you do not want to introduce new crops, then perhaps we could grow something that gets added to existing food to make it lighter (BTW, fish fillets should be lighter in your pack than the whole fish!). Maybe foods that heal more/do more than current foods have no place in terms of unbalancing a skill, but reducing the weight of some of these foods could be an alternate benefit. Or introduce foods which temporarily boost certain skills ONLY when on artisan assignments similar to th

+1
"Nothing in all the world is more dangerous than sincere ignorance and conscientious stupidity" -Martin Luther King Jr.

13-Jul-2014 18:44:18

Mattrellen

Mattrellen

Posts: 11,765 Opal Posts by user Forum Profile RuneMetrics Profile
I would vote no on this as a skill, as it stands. As a minigame, with a few tweeks, I would be fine with it. There are just a few things holding it back in my eyes.

Mostly, it's just the amount of content that seems as if will be DOA. I understand not wanting to devalue work in other areas, but if I see new content I'd never use, I wouldn't vote for it, as I'd rather see resources go elsewhere. Far too much of Artisan appears, at least to me, to give rewards I wouldn't care about having or take far too much effort to get for their bonus.

As an example, I've seen complaints about the Esoteric Top. Really, I'd probably rather get 91 RC than 88 RC and 84 Artisan. It would take 3 times as much Artisan exp than RC exp to get the double runes. If Artisan levels slowly, it would still be better to ignore it in favor of RC (and buy the pick/hatchet without investing time to another 300k exp with those profits).

A secondary complaint is how few things you can do without an assignment. Slayer generally doesn't require a slayer task to kill slayer monsters. That means that getting to certain levels allows people to farm those monsters. Artisan requires a task for so many rewards that it just can't be really reliable. I could level and still very rarely get tasks to get the items I want. That smells a LOT like minigame and very little like skill to me.

As for myself, personally, I would also like to see more skills used. Artisan is big on gathering skills, but not skills that modify materials. but that is preference.

In the end, I'd say yes to this as a minigame, but the foundation, particularly with the care of not devaluing any older content, doesn't seem skill worthy (though you may change my mind at a later date).

I WILL say a big THANK YOU for thinking of skillers, too. I just came back (4 years away), and RS was too combat heavy. Seeing a "skiller's skill" being worked on is a great first impression coming back, as someone who doesn't care for combat

13-Jul-2014 18:48:13

Alchemistry

Alchemistry

Posts: 752 Gold Posts by user Forum Profile RuneMetrics Profile
My response spanning 4 posts is on page 24.

I had a few ideas last night for content involving totems, or something like it

Fletching Totem(s)

A few totems spacing different levels for fletching could include:
One that will feather bolts/arrows for you every few seconds
One that will cause your fletch not to consume feathers on random chance
Similarly, One that would cause to not consume bow strings, or help string bows for you at specified intervals ( may be a little too strong; bow strings are pricey; this could add up). Obviously the latter would require higher Artisan, because as stated it is strong, but it should be if time is put into training Artisan.

Smithing/smelting totems

There is one currently that would save you coal on chance of smelt, but what about smithing bars?

Considering the exponential nature of the cost of bars as you increase metal grades, so should there be a ladder to climb for each metal grade totem that would give a chance to smith an item without consuming the bars.--

For instance, doing this with bronze maces isn't a problem, doing so with rune plates, if improperly balanced could create an issue. Obviously, doing such a thing with rune would need an artisan level of the upper 80's or 90's, and the chance to "double smith" would decrease with the number of bars needed to create the item in question (for instance, rune swords would have a higher chance to be double-smithed than rune plates or legs.)

a small layout could consist of something like

lv 5- bronze smithing totem
Gives a chance on smithing bronze to create the item being smithed twice, without consuming bars (no exp)

Chance to create= .20^n --- where n=number of bars needed to smith that item*

** 89- Rune Smithing Totem
Gives a chance -blah blah, same as bronze

Chance to create= .05^n ----where n = number of bars to smith that item.
Using those numbers though it would be almost impossible to ever double-smith a rune plate. Numbers obv subject to change to fit.

13-Jul-2014 21:17:28

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