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Dev blog: Artisan

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Amazing Ale
Feb Member 2024

Amazing Ale

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ARTISAN HELPS LEVEL OTHER SKILLS RESULTING IN FASTER (BONUS) EXP WITH THE USE OF ARTISAN ITEMS. Noooooooooooooo, here comes eoc part. 2


eoc = evolution of combat. stop talking bs.

10-Jul-2014 18:11:50

ArteVulcan
Dec Member 2023

ArteVulcan

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None of the bonuses give extra experience.


Bracelets speed up resource collection and definitely result in additional xp/hour. They also have very low requirements. Farming totems give additional harvests and extra xp.


Indeed, but bracelets only work on artisan tasks.

With that said, in my opinion, the requirements for the bracelets and the experience-boosting woven gear both appear far to easy to obtain due to low level requirements, especially when compared to experience-boosting gear of equal caliber in other skills (see: lumberjack, prospector sets).

10-Jul-2014 18:13:07

E Mc73

E Mc73

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I was wondering this too, but I assume it must function as a secondary runecrafting type when creating combination runes, so as to avoid needing either talismans or the magic imbue lunar spell. The runecrafting totem, then, would make lava runecrafting (the fastest runecrafting exp in game) an option for skillers, as currently only people with 83 magic and lunar spells unlocked can efficiently runecraft lavas to power-train.


Ah, that would make sense. The wording itself doesn't totally make sense, as you don't need a talisman or tiara to make runes already, just to access the altar. Maybe they meant / were thinking about combination runes.

10-Jul-2014 18:13:18

Pix869
Nov Member 2023

Pix869

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None of the bonuses give extra experience.


Bracelets speed up resource collection and definitely result in additional xp/hour. They also have very low requirements. Farming totems give additional harvests and extra xp.


Good point, didn't catch that. Still, I doubt people are going to start powertraining farming through allotments rather than trees :p (And bracelets only work on a task)

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.

10-Jul-2014 18:14:04 - Last edited on 10-Jul-2014 18:16:07 by Pix869

Riy

Riy

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I actually cannot wait for this skill, skilling needs something to mix it up a bit and have more of a point to them other than Get to level x to make item x or get skill cape. Or to make x amount of money.

Having other reasons to skill with other type of rewards is exciting. ^_^

10-Jul-2014 18:16:47

Homent
Feb Member 2024

Homent

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-So I need to not only get the task from an artisan master for fishing a fish, I need to then filet it, and then find some herbs, and then add them to this filet, all for a CHANCE to get an extra benefit? I get that you don't want to devalue existing content, but that is seriously dead content on release. The cost and effort required to make those fish vs. what they do is so not worth it.


-What is the point of a strength requirement on a ranged weapon? That's almost as stupid as giving magic weapons attack requirements.


-It'd be nice if the carvings instantly banked the ore, otherwise it's like "Hey let's use 3 runite ores to make a necklace that will maybe get me like 5 ores."


-Totems seem kind of "meh", probably a bit underwhelming. Depends how long they last.

-The slow burners seem pointless. Nobody cares about a slightly longer burn time, and the extra xp seems irrelevant here.

-The combination runes actually seem useful. A "Vengeance" rune might be nice too, a unique high level reward that lets us combine the exact cost of vengeance into one rune.

-The shortcuts seem interesting. It depends how it's executed. (Do they last a day? Two days? 10 days? Just make sure the time I save using the shortcut is outweighed by the time spent making it).

-The robes you can make seem "meh" as well. I think the ideas can be expanded and improved on, small but nice benefits for skilling that remove some of the frustrations (not difficulties) of skilling.



Still not perfect, but better. I'd like to see more "artisan" though. This still seems like an over-glorified task system, with slightly unique rewards.

10-Jul-2014 18:17:00

Sathon

Sathon

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Looks like Artisan will devalue resource skills way too much with all these "benefits" to them.

Also, it states at the start of the Dev Blog that the combat benefits were removed, but then continues on to give several combat benefits eg. Fish Fillets with torstol.

10-Jul-2014 18:17:03

OldMongoose

OldMongoose

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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?

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.

10-Jul-2014 18:25:09

ArteVulcan
Dec Member 2023

ArteVulcan

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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.

Original message details are unavailable.
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

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