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Spoice

Spoice

Posts: 188 Iron Posts by user Forum Profile RuneMetrics Profile
I'm really liking the way feedback from the community was taken seriously. I know the first pitch was a draft made by just one person, but this new blog is almost complete and in my opinion exactly what I imagine warding to be.

I don't like the area of effect thingies or what ever, boosting ur health or prayer when placed on the floor, also the conjuring is very uneccesairy.

There's some things I'd like to know though:
- The armours for aquatic, dragon-type and undead, etc. state that they degrade, could it be specified in what way they degrade? Is it like wilderness armour that completely disappears, or is it repairable like barrows, and how much much would repairing cost approximately?

- U mention things like sanguinesti silkworms, flax seeds, moths and other new resources: could it be specified how much each resource costs in terms of time, or compared to aquiring things like, let's say a torstol herb, a tanned black dragonleather, a runite bar, e.d. ?

-Time/resource per type of vis, and also things like wyvern hide, or zul-hide, where do these even come from, and will they be rare? How rare? Like let's say I'm an ironman with 99 warding, how long will it take me to create a set of infinity robes from scratch, will it be longer than getting it from the magic training arena? Or a set of venemous robes, how long will these last, etc, etc.

- I'm a bit concerned about Ancestral: will it even be usefull anymore? The only things I can think of that isn't aquatic, dragon-type, undead or toxic, where ancestral is currently usefull is inferno (kraken being aquatic, olm being a dragon, zulrah being poisonous, nechreayl being undead). Sure it'll be just as nieche as the rest of em, but I doubt the degrading effect or difficulty to aquire these robes will be anywhere near that of ancestral robes..

Very nice blog, some detail missing, which is probably on purpose, would like some insight on the specifics tho, looking really good. excited.
Oblivion PvM

@SpoiceKois

16-Apr-2019 17:11:30 - Last edited on 16-Apr-2019 17:53:41 by Spoice

Sir Doland
Aug Member 2022

Sir Doland

Posts: 154 Iron Posts by user Forum Profile RuneMetrics Profile
Please rephrase the part about mystic mixtures so it doesn't give the wrong impression. It isn't replacing chinchompas in 95% of cases, but people will probably read the ingress and panic vote no. Revitalising that old piece of content is indeed a nice move.

What about the Salve Amulet imbue? Guess you could simply apply that ranged/magic boost to the unimbued version, tbf. It'd be a sensible choice.

Also, I strongly feel that battle wards are unfitting in OSRS (especially conjuring). Please don't.

16-Apr-2019 17:17:21 - Last edited on 16-Apr-2019 17:20:51 by Sir Doland

Grozen55

Grozen55

Posts: 1,192 Mithril Posts by user Forum Profile RuneMetrics Profile
The enchanting rings part is no no.People want to enchant rings the way they have for years.The rewards seem ok but the skill doesn't offer anything that can really set it apart and make it shine.A reward that is truly unique and very useful.

16-Apr-2019 17:44:25

Lucidfilms

Lucidfilms

Posts: 9 Bronze Posts by user Forum Profile RuneMetrics Profile
This is a hard no for me.
Most of the skills in runescape add nothing except for the sake of skilling or completing quests. This is a big problem in my eyes because why would you ever woodcut yew or magic logs if you could fight bosses that drop more in less time. Same goes for so many skills that it becomes pointless to do so. Look I am a skiller, I am nearly completing all skills 80+ and it was a fun grind but the reward is very boring. None of these skills actually allow me to make money that I could not earn faster via combat/slayer (maybe runecraft) but I think the majority of people would rather slay than RC (looking at highscores). If i want access to the fun part of runescape (bosses and raids) I'm better off training slayer and combat. What use is my 99 firemaking?

So instead of making these skills feel more worthwhile with maybe acces to untradable things or objects or stuff you can put in your house or whatever that gives it a bit of a reward I am rewarded with almost being able to make adamant platebodies...
So now you want to add a skill that looks very similular to fletch/smith/craft while you could also implement those things under the already existing skills to make them more diverse.

You know why farming works? Because it is almost like a mini-game it is a daily event. Slayer works because it makes you do different things with different rewards, there is luck involved and you can feel the progress. Construction works because you can see an increasing reward when you level, getting access to a better rs life.

In a new skill I am looking for aspects that make the game feel fresh with exploration or rewards, to improve the overal game experience or combine lots of skills with each other without totally being its own game (dungeoneering). It is not all about making money, but if you don't make money at least get some rewards only able to get because of the skilling.

Like an eternal flame at 99 firemaking to train cooking with, anything but this!

16-Apr-2019 18:05:24

FLEX HARD
Dec Member 2023

FLEX HARD

Posts: 824 Gold Posts by user Forum Profile RuneMetrics Profile
I am so very dissapointed...who is the brainds of all this? I swear is like jagex dont even try...they come up sometimes with the most awkward ideas ever like if they let a lid come up with all this, im sorry i dont want to sound disrespectful but this skill sounds so boring and it will not be any fun whats so ever.jagex is hungry to make money but they dont try norgives us what we earn they tke 2 from us and give us back. They take our legs and arms and only give back arms can we walk please?

16-Apr-2019 18:12:09

FLEX HARD
Dec Member 2023

FLEX HARD

Posts: 824 Gold Posts by user Forum Profile RuneMetrics Profile
This idea of a skill dont iust sound lame it is lame. can we get something more fun to train on that apply better to the game? Like a skill that upgrades all the armor and weapon in the game or something that allows us to become stronger like a wildy skill where players can train their new combat level and come back and show rewards from different level gear earned in the wildy . So much ideas but comes up with soemthing so simple and childish

16-Apr-2019 18:15:43

Lucidfilms

Lucidfilms

Posts: 9 Bronze Posts by user Forum Profile RuneMetrics Profile
In addition, here is a more indept of my views on warding alone.

What I like:
- I like the idea of burning supplies to better the economy.
- I like new mage armor but just implement it under crafting.. I mean cloth a needle and thread.. it's not that hard to invision crafting magic armor.

What I don't like:
- It looks very very boring, a lot of running around doing the same things with little diversity.
- You can probably buy all the armor created so actually skilling is not a need to obtain the new armor.
- It seems very vague, I have a hard time following how it works.
- I have no idea how time consuming it will be. (xp rates/hour)
- I have no idea what it will benefit me... what do I gain from training, the ability to make magic armor? I can make adamant platelegs right now, you know how much use this gives me ingame, nothing zero. It is wasted potential.
- What do the new places add? They seem to be in random locations but what do they do? Because it feels a lot like runecraft altars.
- It is not fresh or renewing
- It looks like a skill for the sake of adding a skill.

What I am looking for in a new skill is something that gives me a challenge to complete and where I need other skills to complete it with. Like slayer giving you a task but not combat related. That like farming feels more like a mini-game and actually leaves some impact on the game to stay (like construction) or quests do.

With rewards that benefit other skills or gives you acces to rewards that are not tradable but make runescape's life easier or better. (like diaries give you great benefits.) Also it would be great if there was a lasting impact in the game, now every tree you cut respawns. But with a new skill I would love to see my progress that when I start the world is empty but that when I am 99 I can see the benefits of my hard work around me (like the statue of kourend). Things like that that bring all skills together in a new and exiting way, that brings life back to usless skills.

16-Apr-2019 18:23:15

SamoaSpider
Oct Member 2023

SamoaSpider

Posts: 150 Iron Posts by user Forum Profile RuneMetrics Profile
Cosmic armor - "magic damage against aquatic enemies"
So, only like crabs and giant lobsters underwater + you can't use the fishbowl helmet when killing crabs.
I don't think many people train underwater, especially magic.

How about the lunar robe upgrade upgrades... lunar spellbook spells? Like casting vengeance/veng other -5 sec cooldown, "Dream" spell healing player significantly faster" and not being dead content, chance of reduce cost of runes etc options?

Just throwing ideas around

16-Apr-2019 18:24:15 - Last edited on 16-Apr-2019 18:26:42 by SamoaSpider

femboy japan

femboy japan

Posts: 10 Bronze Posts by user Forum Profile RuneMetrics Profile
Lucidfilms said :
Most of the skills in runescape add nothing except for the sake of skilling or completing quests. This is a big problem in my eyes because why would you ever woodcut yew or magic logs if you could fight bosses that drop more in less time.

Interestingly enough, this wasn't actually the case in RuneScape back in 2007. Cutting Magic trees did actually used to be the fastest way of getting Magic logs. It is only updates since the release of OSRS that have made gathering into something that is done via Slayer/bosses/minigames instead of skilling itself. I kinda understand why because back in 2007 not many humans actually cut magic trees anyway, bots did.

16-Apr-2019 18:24:43

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