Forums

Making Friends with My Arm

Quick find code: 380-381-503-66032034

Bigginzz

Bigginzz

Posts: 1 Bronze Posts by user Forum Profile RuneMetrics Profile
I mean a new quest is cool and all, but the whole concept with the salts and the braziers just seems kinda silly, by that i mean those things arent really necessary. I mean if u guys never came up with that idea i don't think anyone else would've.

also i agree with others in this thread when they mention how fire making has already had enough updates especially with wintertodt, perhaps try something with other skills that have never been touched since osrs came out in 2013.

03-Aug-2018 21:21:21

sTReTCh1028

sTReTCh1028

Posts: 17,961 Opal Posts by user Forum Profile RuneMetrics Profile
The rewards are good, I think, but they could use some boosts to really make them worthwhile and give Firemaking the purpose intended:

-To be worthwhile, the amount of time these boosts last for need to be significant, not just a minute or two. My suggestion here is let the boosts last 1 minute per salt used, up to a maximum of 60.

-Red: Similar to the Oo'glog pools in RS3, make the run boost effective game-wide if a red salt is burned at a firepit, not just near the fire. Also, add the following boost: If run energy is already at 100%, every game tick (0.6 sec) has a 10% chance to restore 1 HP.

-Blue: When burying bones in a firepit burning blue salt, give a chance (which increases with Prayer level) to not consume the bone. My proposed formula for the chance of SAVING the bone is (P*B)/30,000, where P is your Prayer level and B is the base experience given by the bone you are burying, where P is maxed at 99 and B is maxed at 300 (for balance purposes). This means at level 99, there's about a 24% chance to not use Dragon Bones, or on the high end, about a 50% chance at level 99 not to use Superior Dragon Bones. This also encourages players to train Prayer with bones besides D Bones.

-Green: When under the influence of a green fire and nearby it, there is a chance you receive (in addition to the normal additional items) another item in noted form and receive experience for it (so possibly 2 extra items, counting the 1/3 extra boost normally). The chance of this noted item gets better with your Level. My proposed formula for this is (L^2)/(L^2+100,000), so at Level 90, you'd have approximately a 7.5% chance to get a noted item/experience, or at Level 40, you'd get a 1.5% chance of it occuring.

These 3 additional benefits are perhaps good enough to require a post-quest subquest or something to unlock. But they'd make the use of them much more appealing to players.
sTReTCh1028
-
-
-
>
The art of simplicity is a puzzle of complexity

03-Aug-2018 21:23:34 - Last edited on 09-Aug-2018 04:00:31 by sTReTCh1028

a Miko

a Miko

Posts: 15 Bronze Posts by user Forum Profile RuneMetrics Profile
sTReTCh1028 said :
The rewards are good, I think, but they could use some boosts to really make them worthwhile and give Firemaking the purpose intended:

-To be worthwhile, the amount of time these boosts last for need to be significant, not just a minute or two. My suggestion here is let the boosts last 1 minute per salt used, up to a maximum of 60.

........

These 3 additional benefits are perhaps good enough to require a post-quest subquest or something to unlock. But they'd make the use of them much more appealing to players.


I second this. Not necessarily at these exact rates but something very similar to your idea. Gives a bit more desire to do them without being "forced" or too op.
Completionist, Quest admirer
Joined -06

03-Aug-2018 21:47:40

Ye Olde Ned
Oct Member 2017

Ye Olde Ned

Posts: 91 Iron Posts by user Forum Profile RuneMetrics Profile
I like the idea of the quest but the rewards are not very good/are out shined by other methods, with exception to the run energy one.


1 - Red salt is a good idea but the locations they are placed could be better. There are plenty of other areas that having run energy helps such as the path from camelot to ardy. Maybe reconsider placement and this one could be good


2 - Blue salt is not useful at all. Gilded altar and Wilderness altar are significantly better options both in terms of xp gained and ease of getting there. The locations of the blue salt fires are not convenient and do not justify the time spent to get there as Gilded altar offers better xp per bone.

There should be more than just a 2x boost to make this a viable option over gilded and wildy.

How about it gives x2 xp as well as a chance to save the bone? The bone saving feature would not be as good as the wilderness altar but it would be a safe alternative to the wilderness altar and would justify the journey to get to the blue salt fires.


3 - Doubling resources, as it currently stands, is not a good idea. Any item that would have the effect would rapidly crash in price.

However I do think offering an increased chance of extra resources could work. The fires could act kind of like the magic secateurs to farming (10% chance of increased yield) Instead of x2 resources you have a 25% chance of receiving an extra resource. This would still cause the item to crash but the effect on the economy would be less severe.


Being that you have to complete the quest (with somewhat hefty requirements) to use the salts the rewards should definitely be decently good but please don't make it overpowered.

03-Aug-2018 22:08:57

Turkey One

Turkey One

Posts: 956 Gold Posts by user Forum Profile RuneMetrics Profile
Don't really see anything wrong with double resource gathering in some places and could see potential problems in others. If you got double magic logs for example it wouldn't really matter as its slow and tied to an alch cost anyways in a world where PvM is already far more efficient if you wished to gather magic logs. Chins though? Maybe not the best idea since bosses aren't already just throwing noted chins at you and they aren't really tied to alch costs

Honestly though it just feels ham fisted and worthless outside of a few scenarios like buffing run energy when doing nats with quest cape/fairy ring that you conveniently enabled with that placement.

The run energy ones are well placed overall imo outside of missing mort myre swamp, bandit camp, lower desert between Nardah and Sophanem, between Varrock and Lumbridge (low level content hello really everywhere around Varrock) You have to make the effects cheap/long lasting enough to be worthwhile in conjunction with other training methods considering the potential loss of inventory space and time investment. Not really sure it'll ever feel good to play with unless they're permanent after creation regardless of the bonus though. It feels more like incentive to remove stamina pots from more casual use and buffing players with lower agility levels while doing very specific skilling activities or running to Wyverns than something that makes sense for firemaking. You already added stamina potions for exactly this.

Finally its strange that the run energy increases would probably most widely see use/appreciation as a low level alternative to just having graceful/a real agility level/stamina potions but its locked behind a quest with fairly decent skill and quest requirements to unlock. The prayer pits basically have the exact same problem where it would be fairly useful to a super low level player without access to much gp/faster methods.

03-Aug-2018 22:31:35 - Last edited on 03-Aug-2018 22:56:04 by Turkey One

Zmancool

Zmancool

Posts: 25 Bronze Posts by user Forum Profile RuneMetrics Profile
Another point as to why this makes no sense:

The addition of a use to a useless skill should NOT have requirements that high in order to start utilizing the skill. It should be easily accessible, with scaling reward dependant on level. To have to level a skill to mearly 70 in order to start seeing even a slight advantage is insane. I am not asking for easy-scape bu any means, but a quest unlocking a firemaking use is not the answer.

The whole firemaking idea should be dropped completely. The quest can proceed, but with conpletely different rewards.

Firemaking should be addressed conpletely on its own. Not as a throw on, to a quest, thats only being made to fill in a black square on the map.

Im actually quite angered by this.

03-Aug-2018 23:09:19

Xeladin
Apr Member 2010

Xeladin

Posts: 184 Iron Posts by user Forum Profile RuneMetrics Profile
Can't exactly say the firemaking rewards light a fire under me... Although I agree firemaking need more relevance these ideas don't seem that useful considering the quest requirements. But I think you are onto something with lighting certain fires can give certain benefits, I know you probably can't do the RS3-health boost or bonfires. Maybe something about better fire control could give some bonuses to cooking or smithing (smelting), maybe something about burning herbs (see RS3), potions requiring boiling on particular fires, maybe even something about chemistry and fireworks. Maybe Firemaking is just a kind of niche skill, that has to be there, but isn't exactly very useful... and more circumstantial. I still have done enough line firemaking to know I'm a bit tired of it, it could even be interesting to unlock the ability to walk north, east or south after lighting a fire rather than always (in most circumstances) a westward step.

On a second note I just reeeeeeeeeallly don't want to see Ghorrock, Zemouregal's Fortress and the Mahjarrat Ritual Site - locations of some of the most iconic quests (Temple at Senntisten, Curse of Arrav and of course the Ritual of the Mahjarrat) - be replaced with an ice troll city.
I really hope my assumption that Weiss will take all of the empty square north of the Temple of Ancients is not correct.

03-Aug-2018 23:39:29

Seras V
Jul Member 2014

Seras V

Posts: 187 Iron Posts by user Forum Profile RuneMetrics Profile
While I don't mind the fires for a reward, I have an idea for just a general buff to fire making.

All levels can burn essence, while pure essence would be members only. Burning this would yield a dust that is stack-able. Higher levels would produce more dust per essence. Depending on what activity your doing the dust is consumed at different amounts per action. While it is consumed per action it has a chance to increase the actions effectiveness. The dust from essence would have a lower chance to activate compared to pure essence.

Here are some examples of what the dust could activate for:
-Combat all styles: 5% per hit to deal extra damage in the form of fire, would be blocked by anti-fire in pvp.
-Woodcutting and Mining: increase chance to obtain a log.
-Agility: Chance when completing a obstacle to automatically start the next one.

They do not need to be major buffs. But the dust would need to be consumed with every attempt. Higher fire making could provide less dust used per attempt. This would give a way to train fire making with very little xp but yield an items that would be able to make money while training. Also it wouldn't effect the economy much because of the constant flood of essence drops from monsters.

Please contact me if you have any suggestions to add to this. My character name is the same in both runescape discords.

04-Aug-2018 00:06:08

Gulma1

Gulma1

Posts: 597 Steel Posts by user Forum Profile RuneMetrics Profile
Dunno if another Fire Making update was needed but this attempt to make it useful isn't really exciting. I really enjoy quests but there are plenty of skills lacking in updates and Fire Making is not one of them.

Anyway, as a suggestion, why not have a fire in Mort'ton with some boost to Shades of Mort'ton activity or for burning shades.

Seems to me like it's just another hidden Wilderness update (let's bring more folks into the wilderness!) Since that's the only one where I see the use (chins)

04-Aug-2018 00:44:28

Quick find code: 380-381-503-66032034 Back to Top