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Sgtmini
Dec Member 2013

Sgtmini

Posts: 34 Bronze Posts by user Forum Profile RuneMetrics Profile
I like the idea of it being a skill that allows you to craft and imbue magical items. I do not like the idea of adding additional combat mechanics with new item types (other than new robes/weapons). Feels too much like you're trying to shoehorn divination mechanics into OSRS. Warding should stay in it's own lane as purely an artisan skill like crafting and smithing. It was proposed as a counterpart to those skills and it needs to stay that way. I play OSRS because way too much has been added to RS3. Simplicity is best if you add this skill. You seemed to have it right during the initial proposal and then ran way too far with it drifting out of the old-school feel.

25-Apr-2019 12:04:58

X Snijder
Mar Member 2024

X Snijder

Posts: 1 Bronze Posts by user Forum Profile RuneMetrics Profile
I honestly like the idea of warding. Everything but a few details are perfectly fine for me. But the following has to change or i don't see a lot of people enjoying or even allowing this skill.

Battlewards: Combat, in pvp and pvm was always about armour, flicking, tick-eating, weapons, etc. To add another element to this would ruin alot of the combat experience we have that makes osrs a diffrent game from RS3. RS3 stopped being for for me when Summoning was a thing and i completely quit after EOC. Adding stuff to the combat just seems wrong. Please reconsider this.

Battle robes: Zulrah is already one of the best gp/h. Adding zul hide to this would only increase this and make zulrah even more OP for a money making method. Please consider another way of getting those hides. Vorkath, Which i consider an endgame-farmable boss, has a worst droptable then zulrah which is consider a mid-lategame-farmable boss.

Different bark armours: they just look so dumb. With all respect but splitbark looks silly and adding even worse colors to it only makes it look dumber.

Warding galary: air and water look almost the same. Consider making air waves pulsate out of the ward instead of giving both of them the wave effect.

Thank you for reading this random player's rant and sorry for my poor english.
Keep fighting for warding, this is the best idea you guys had so far for making a new skill into osrs.
GL :D !

25-Apr-2019 13:11:17

DesertFlower
Jan Member 2006

DesertFlower

Posts: 4,223 Adamant Posts by user Forum Profile RuneMetrics Profile
No! And open the polls so we can see. I watched the poll closely for pre-eoc, and the no won, but yet the yes won. I want to watch the poll on this new skill, that so far, everyone I've spoken to does NOT want it. We'll take some minis, but not a new skill!

Also, why was staff putting in hours, upon hours, of work for this new skill, before it was even voted on. What if, it is no, all those hours of coding are down the drain. This right here should be a RED FLAG, that no to this skill will not be an option.
The only barrier to truth is the presumption that you already have it.


Don't Let the Past Remind Us of What We Are Not Now

25-Apr-2019 13:54:34

jonxal
Feb Member 2023

jonxal

Posts: 8 Bronze Posts by user Forum Profile RuneMetrics Profile
Hello. I really hope that some of these ideas might be helpful in the future.

Vis : I don't think Old School RuneScape needs another harvestable energy/material that isn't linked to any existing skills. Gathering it from disassembling items seems the wrong way to work around (I understand that you used Invention as your reference). Use runecrafting as a source of vis instead, just like how you mine ores for smithing, although vis would work more or less like a thread works in crafting.

Runes : There are three kinds of runes currently: elemental (air, water, earth, fire), catalytic (mind, body, cosmic, chaos, astral, nature, law, death, blood, soul and wrath) and combination (mist, dust, mud, smoke, steam and lava) which are also elemental runes. I suggest that vis (the energy used in warding process) would be an energy source fused with a combination of an elemental and catalytic rune.

Tools : Like a needle in crafting or hammer in smithing, you need to have a lantern filled with a certain type of runes in your inventory (or worn?) to craft something. You place two different types of runes in a lantern (an elemental type and a catalytic type rune) and every time you create something/use vis energy those runes are used in that lantern (a very similar item as a rune pouch). You can empty the lantern and get back the remaining runes and fill it with different runes later if someone wishes so. There's no need to have different tier lanterns. One lantern is enough that is sold by NPCs or trash drop from a mob. Only what's inside makes the lantern different from others: perhaps different glow for different vis energy/elemental runes and the name would indicate what's inside: i.e. fiery vis lantern. Another idea is naming the energy based on what robe type it (the rune combination) can create i.e. Ghostly vis lantern, Wizard vis lantern, Zamorakian vis lantern, Monk vis lantern, Mystic vis lantern and so on.

25-Apr-2019 14:27:53

jonxal
Feb Member 2023

jonxal

Posts: 8 Bronze Posts by user Forum Profile RuneMetrics Profile
Fabrics : I think making them with farming is a good idea and hunter is fine. Nothing to change there.

Ward : It's like an anvil. You create robes, staffs and so on there but I think players should be able to disassemble items as well there for raw materials (fewer materials are given back than is required to make those) and some Warding experience points (considerably less than by creating items; basically a fine method to get rid off unnecessary items for ironmen and get materials for the future). There could be a few different tiers for some specific crafting with either level and/or quest lockdowns but, generally, most wards would be similar to each other. It should be possible to craft most basic robes in those common wards. Another idea is creating lots of different tiers and limiting heavily what players are able to craft in each ward.

(Training) Location : Place a Ward next to or close to each Magic shops and few extra locations here and there around Gielinor (I bet Lundail's Arena-side Rune Shop would become overly popular so maybe better place the Ward the other side of spring at god statue area). There should be some Wards as well that are relatively close to bank access but they should be locked behind some quests or even a diary. Later on, there could be an artisan room in a player-owned house where a player can place a Ward and anvil or perhaps it can be added to existing rooms as well.

25-Apr-2019 14:28:48

jonxal
Feb Member 2023

jonxal

Posts: 8 Bronze Posts by user Forum Profile RuneMetrics Profile
Tiers : I found tiers in an original post quite good. Each tier set should require different types of vis energy: F2P are low level and at least their training locations are located in f2p areas and require the most basic runes (elemental runes and some basic catalytic runes like mind, body, chaos and perhaps even cosmic), P2P are for mid and high levels. mid levels require elemental/combination runes and mid-level catalytic runes, highest levels combination runes and highest level catalytic runes. I won't say a word about balancing the rune cost and so on but they and fabrics should be taken into consideration when deciding the high alc/trade value of each new item. Anyways it would be great to be able to liquidate runes someway or another rather than buying Tokkuls.

Imbues : Good idea. Keep them.

Battle Wards : Summoning minions and buffs? It still needs polishing. Creating your own temporary wards is okay but how to utilize them without breaking the Old School feel is a hard task. I think the mentioned area buffs other than damaging are fine. Perhaps a crafted "portable ward" or item that opens a rift should be placed on the ground and it consumes specific vis energy (runes) for specific buff from lantern over time. Only one type of ward can be used at a time and it should be reloaded with energy the same way as Dwarf multicannon is reloaded with ammo. Instead of chance, it should always heal/restore stats every X seconds regardless if you cast or do something else and ward has energy left. Every time the effect happens, the player should receive a small amount of experience.

25-Apr-2019 14:29:23

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