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Dev blog: Artisan

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Mattsbud

Mattsbud

Posts: 64 Iron Posts by user Forum Profile RuneMetrics Profile
Please get rid of anything that says "a chance of", especially the fillets. If it isn't guaranteed it's worthless. If the benefits were better (ex. chance to restore 100% of prayer points) maybe the gamble makes sense, as it is, I wouldn't waste an herb for just a chance.

15-Jul-2014 03:25:01

Hey Its Rinn
Jan Member 2023

Hey Its Rinn

Posts: 1,650 Mithril Posts by user Forum Profile RuneMetrics Profile
I have no problem with the "chance of" stuff. If it's not worth making, we just won't make it. Since we would be making things from what we gather, it's all just extra stuff anyway. If we can choose to make things with "chance of" and it's not worth it, players will just choose to make something else. Maybe that just means if the "chance of" isn't a high enough chance, or the effect isn't great enough, it's a junk item and needs tweaking.

15-Jul-2014 06:26:03

k4nk3rj0od12

k4nk3rj0od12

Posts: 233 Silver Posts by user Forum Profile RuneMetrics Profile
Well, you get an A for effort, but no. The idea of Artisan is flawed at it's core, because it can never be slayer - slayer is combat related, and the combat skills are so much different from other skills that you are able to pull something like slayer off.

Really, you're really trying your best, but you can't patch up something as inhere**y broken as artisan, no matter what kinds of changes you make.

15-Jul-2014 07:36:50

Es vloaminge

Es vloaminge

Posts: 207 Silver Posts by user Forum Profile RuneMetrics Profile
why the wieldable harpoon? we already have a barb-tailed harpoon, i think it would be better to release wieldable (fly) fishing rods or something

and i think 1 herb for 'a chance' is a bit much, maybe you can use a knife on the herb to change it to 5 'herb shards' or something like that, so you can make 5 of them.
or you could make the chance 100%

15-Jul-2014 08:04:25 - Last edited on 15-Jul-2014 12:59:40 by Es vloaminge

Pretty God
Mar Member 2024

Pretty God

Posts: 233 Silver Posts by user Forum Profile RuneMetrics Profile
Overall, I like the idea. I'm even a fan of most of the rewards, as you seem to be keeping other skills and items relevant.

However, the one reward that seems to ignore this philosophy is the Esoteric Legs. These legs require 56 artisan, a relatively easy goal at less than 300,000 xp, and boost your rc lvl by two for purposes of crafting multiple runes. While for lower leveled players this may be a helpful tool to help make a bit more money, it would serve a much bigger purpose in the game.

In the runecrafting skill, the ultimate goal is to achieve level 91 for double nature runes. This is where the real money is, and at the xp rates that runecrafting provides, it is nearly as difficult to achieve level 91 rc as it is to achieve most other 99s. However, by adding the Esoteric Legs, this level sudenly becomes 89, over 1,000,000 xp less than 91. This amounts to over 40 hours of hard rcing that is suddenly no longer needed.

This obviously devalues the effort and work put in by people who currently have 91 rc or higher. However, this would also increase the number of people who are able to create double nats. This would undoubtedly cause nature runes to drop, further devaluing the work of rcers.

While I am strongly opposed to the addition of such an item into the game, if it is destined to be added, it would be nice if it could requirements "slightly" higher than 56. Perhaps it could require the same artisan level as the original runecrafting requirement. To use the double nature rune example, these robes would only allow someone with 89 runecrafting to craft double nats if they were level 91 in artisan. This would allow the robes to prove useful to lower levels right away, but not shift the balance of the runecrafting skill as a whole.

15-Jul-2014 18:19:48

Pet KBD

Pet KBD

Posts: 164 Iron Posts by user Forum Profile RuneMetrics Profile
Sounds awesome!

Only thing I'd suggest is making more high-level requirements; it doesn't look like theres any incentive (other than the skill cape) to train from 96 to 99 artisan. I think it would be cool if there was something you could do at 99 artisan (similar to the ability to make portents in divination).

Also, those "things" should also require 99 in a different skill. For example, something herblore related should require 99 herblore in addition to 99 artisan to make something really awesome and untradable.

15-Jul-2014 19:25:29

Schmutz

Schmutz

Posts: 3 Bronze Posts by user Forum Profile RuneMetrics Profile
Lets be real here. it's 07 for a reason.. I don't like the fact of a "new" skill coming out. This game is at the peak of 07 when this game was good. Like the whole new "god" books thing is alright, but to add a NEW skill is a whole different story. I'll probably quit if this is true

15-Jul-2014 23:11:21

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