Forums

Artisan - The Final Dev Blog

Quick find code: 380-381-82-65455088

27cass

27cass

Posts: 613 Steel Posts by user Forum Profile RuneMetrics Profile
Fillets:
I can see these as a useful way to get some herb XP from the currently "useless" herbs (tarromin, marrentil, guam). Right now the secondaries are so expensive it's not worth using them. But frankly, no one is going to combine a useful herb (say ranarr or snap) with a fish when they can just make the real potion.

And I'm not real clear on how this will work. Can I add any herb to any fish filet? If so, this will create a LOT of new "items", so how in the heck will we bank them and name them all (IE sardine+tarromin, shark+tarromin, salmon+tarromin, salmon+guam, etc...). If not, which herb goes with which fish?

EDIT:
And apparently since filets will be made when uncooked, you will have:
raw trout,
cooked trout,
raw trout filet,
cooked trout filet,
raw trout filet +guam,
cooked trout filet +guam,
raw trout filet +marrentil,
cooked trout filet +marrentil,
etc, etc, etc...

Does this update come with 1000 more bank slots?

16-Aug-2014 03:37:24 - Last edited on 16-Aug-2014 03:54:47 by 27cass

27cass

27cass

Posts: 613 Steel Posts by user Forum Profile RuneMetrics Profile
Carvings:
I can see these being useful for rune miners, but I don't see that they'd be worth the hassle for anyone else. It only lasts for 28 rocks, so you'd need a ton of them to do any real mining, and you'd need to keep swapping in new ones when you bank. Also, how would these work with the motherlode mine? Not at all?

EDIT:
Though if they give decent crafting XP for making them I can see people making them just for that and dumping the results to the general store (or alching them).

16-Aug-2014 03:42:30 - Last edited on 16-Aug-2014 03:45:10 by 27cass

Os Thaddius

Os Thaddius

Posts: 908 Gold Posts by user Forum Profile RuneMetrics Profile
27cass said :
Fillets:
I can see these as a useful way to get some herb XP from the currently "useless" herbs (tarromin, marrentil, guam). Right now the secondaries are so expensive it's not worth using them. But frankly, no one is going to combine a useful herb (say ranarr or snap) with a fish when they can just make the real potion.

And I'm not real clear on how this will work. Can I add any herb to any fish filet? If so, this will create a LOT of new "items", so how in the heck will we bank them and name them all (IE sardine+tarromin, shark+tarromin, salmon+tarromin, salmon+guam, etc...). If not, which herb goes with which fish?

They clearly didn't think that one out too well did they?
LMAO

16-Aug-2014 03:43:56

Oriamsuta

Oriamsuta

Posts: 7 Bronze Posts by user Forum Profile RuneMetrics Profile
I honestly haven't seen any convincing arguments as to why this skill shouldn't be implemented yet. From what I've caught up on, a lot of people dislike the addition either because they don't want 2007 Runescape to change, which I personally don't agree with. A lot of people turned to OSRS because they disliked the direction RS3 went in, but if nothing new is ever added it'll eventually just become super bland and die out. Which is why I welcome changes like these, well over simply additions that RS3 has.

Other arguments are that it's pointless, that they dislike the system and how it forces you to utilize all skills to level it up. But I personally like how it'll put a new perspective to skilling. It'll allow you to work on leveling up multiple skills at a time, while still providing you with rewards that can be used for certain skills only. And while the whole Slayer aspect of it can be debated on whether it's the best approach or not, I actually like it, since then it won't just be leveling up through working with two skills at the same time, but you'll have to touch on skills that you perhaps aren't already working with, and it gives more depth and challenge to leveling it up. It's far form a pointless skill, especially due to the changes it provides to already existing ones through new gear to work with. Just because people would rather see a skill that introduced something completely new, it doesn't mean we should just dismiss this idea.

So it's definitely a yes from me.

16-Aug-2014 03:57:01

Cosmic Wind
Jul Member 2023

Cosmic Wind

Posts: 996 Gold Posts by user Forum Profile RuneMetrics Profile
i vote no to artisan has a new skill but yes to it being added to existing skill has a different training method. Summon,sailing and dungeoneering are the only new skill osrs would ever need but updating old skill is the most important
Pineapple are Juicy
:)

16-Aug-2014 04:00:23

27cass

27cass

Posts: 613 Steel Posts by user Forum Profile RuneMetrics Profile
Totems:
Having a hard time understanding these, especially the high level ones. The random teleports seem a bit strange. Maybe I'm not seeing the usefulness there? What good is teleporting to a random spot?

I suppose the runecrafting one would be potentially useful if you "temporarily receive the effect". Does that mean you can have unlimited teleports for say 2-3 minutes? I can do a lot of runecrafting in that time. Or is that just one teleport per totem?

Herb/Farming totems - Do these ones work when harvesting or when planting?

Regrowth Totem - How does this work? Burn the totem and then dig up the dead plant, and maybe you get a seed back? If so, I can see this as bigtime useful for expensive herbs.

Fishing Spot Totem - Because fishing spots aren't already right next to banks? What am I missing here? Is there some type of fish that you normally need to be in the middle of nowhere to catch where you could benefit from a spot near you? Or maybe you'd use this to catch fish somewhere very far from a bank, rather than going back to the bank for more food? Do you need water for this, or will the spot just open up anywhere?

Crafting Totem - Because needles and thread are so expensive?

16-Aug-2014 04:24:54

Misses Hat

Misses Hat

Posts: 54 Iron Posts by user Forum Profile RuneMetrics Profile
Yes to everything, but yes ESPECIALLY to the esoteric gear. That +3 runecrafting would be awesome, as long as the set doesn't require 95 runecrafing. I'd also really like to see new areas added for the new methods of training woodcutting, mining, etc: It'd be nice to actually have a reason to go back to any place east of the sawmill (besides barrows and port phasmatys). And to the people who will vote no, think of it this way, what is the worst thing that could happen if it got added? Worst case scenario, a couple people will quit. Best case scenario, we have tons of new content to use our time on. If you don't like what is added, don't do it, if you do like it, do it. It's that simple.

16-Aug-2014 04:30:47

Haywood
Mar Member 2012

Haywood

Posts: 23 Bronze Posts by user Forum Profile RuneMetrics Profile
It makes me really irritated that people won't even give artisan a chance. Artisan looks promising to the community in so many ways and people that are saying NO to it just aren't willing to make a positive change to oldschool. People are bringing up irrelevent arguments including "OM**gg double nats at 88 is a deal breaker", which infact would probably take longer to get 84 artisan to unlock the boost than to just grind to 91 runecraft. Also people want to bring in skills like summoning and dungeoneering but jagex already said they will not bring them into the game. Also people complain about how the skill won't work but yet they have around 1000-1200 total level and already aren't big on skilling so why would the update even matter to you? Artisan probably wont be put into the game but i think that the people that vote no for the skill would enjoy it and that it is a HUGE mistake not putting it into OSRS

16-Aug-2014 04:41:25

Quick find code: 380-381-82-65455088 Back to Top