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I was mainly referring to this:
As we mentioned in the last develop blog, we will go into more detail about the balancing at a later stage, but we will ensure that we don’t devalue the effort players have put in to getting their skills where they are and to maintain the ethos that those who put the hard work in will get the benefit of higher skill levels.
They will make sure that there isn't any devaluing and that all the experience rates are fair. This isn't going to be some "bonus experience" scheme.
How do you see the new resource areas working? As it stands, banking granite/teak/etc. is a huge pain. If you get a granite collection task, will it be really small, or will they have a new resource area with granite rocks and a deposit box?
Maybe they could create a sort of "temporary" artisan deposit box, in which you can store
only
the items you need to collect on your current task, and then you can withdraw all of the items when you turn your task in back with your master.
Regardless, the issue of collecting some of those obscure items definitely does need to be addressed.
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Fast banking of resources would be a huge change. If they keep the tasks small, like their 160 pure essence example, this skill will become ridiculous. 2 consecutive tasks: mine 160 essence and craft 160 runes. Seriously? What works for slayer with 160 monsters to be killed, does not work for skilling.
I'd guess that for simple tasks like mining essence, it'd end up being a larger task than 160 units. Then again, some slayer tasks similarly suffer from low experience yield, such as wall beasts, which are given in extremely small quantities.
I'm sure that the size and yield of tasks will definitely be an aspect in which the devs ask the community for input once Artisan is in the development stage.
10-Jul-2014 18:33:01