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New Skill Pitches

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Lewis Shoot
Oct Member 2005

Lewis Shoot

Posts: 3,825 Adamant Posts by user Forum Profile RuneMetrics Profile
Quick first impressions
Interesting pitches, just so you know where I am coming from I think a skill should revolve around a basic task, variations to said task which eventually lead to activities that we all know and love. Skills must fulfil this otherwise they aren't worth adding to the game and I worry some people will say yes to anything as long as it is labelled as a skill.
For example agility is about getting past obstacles, there are lots of different obstacles, this builds out to agility courses, rogues den and hallowed sepulchre.

Taming
There are 3 wildly different tasks here. Domestication, levelling up creatures and keeping creatures. I think you should pick one to concentrate the skill around and use the others as potential activities later.
For example Taming is the domestication of creatures. Later down the line there could be a animal minigame where you can level up your domesticated animals.

Sailing
Sailing, as it was in 2015 and remains to this day, feels like a minigame. I struggle to see what the basic task a sailor can do to gain experience and how variations of it could be fun.
Don't get me wrong I love the theme and exploration concept, it's just not a skill.

Shamanism
There are at least 2 different skills in here. The gathering side feels like a mix of divination and botany, and the production side is an endless reward space that I don't have any confidence in.

Questions I am left with are
What makes a tamed animal different from a summoned familiar?
How is sailing distinct from a minigame?
Why can't shamanism be split into multiple skills to emphasise the gathering and production elements?
RIP Forums :(
Finally we have signatures in the surprise forum update. I'm Lewis, I play Old School & I've been playing since 2005.

27-Mar-2023 14:48:51

CesarTheGrey

CesarTheGrey

Posts: 26 Bronze Posts by user Forum Profile RuneMetrics Profile
Post 1/3

I love all three skill ideas! However if I had to choose one I would pick : TAMING!

What I would love to see in Taming :

Companions with the capacity to carry items for us, effectively increasing our inventory space.

Combat pets that level up while in combat with you! : Level up your combat skills while doing slayer AND your combat pet.

Companions that restore health.

Pets that you can ride to move faster around the world : Land Mounts, Flying Mounts, Water Mounts.

On the topic of mounts we can also have that ocean exploration that would have came with sailing! : We could tame a dragon or some type of flying creature OR tame a shark or an amphibious creature and use them to traverse the ocean and reach islands and other things that would have been in sailing without the need for sailing/boats!

Pets that function in more than 1 capacity. I would love to see combat pets that can also be used as mounts/beasts of burdens. Resources pets that also could be mounts or beasts of burden.

Let us tame bosses! Imagine having the kraken for a water mount. What fun :)

Naming our tamed beast!

Breeding beasts? :O

With taming we can also have an expansion of the construction skill. Have the ability to house and raise your tamed creatures in your home, give them their own space. Have the ability to create resource nodes in your home that your gathering pets can collect for you while you are away on an adventure! Or your gathering pet will gather resources at a designated location in the world, head over to a bank drop off and when hes tired he will return to your home to rest!

27-Mar-2023 17:13:56 - Last edited on 27-Mar-2023 17:16:00 by CesarTheGrey

CesarTheGrey

CesarTheGrey

Posts: 26 Bronze Posts by user Forum Profile RuneMetrics Profile
Post 2/3

On the topic of expansion of construction skill : We can introduce furnaces and other productions/resources nodes to POH. We can have players or tamed monsters interact with these new stations. We can introduce another method of collecting items from the bank instead of a butler, we can use our pets designed for travel [land mounts/flying mounts] and have them pick up the items for us and come back. Balance would be based on feeding/giving them breaks in between instead of paying gold like butlers.


Not being restricted to one pet : I would love to be able to have my combat/mount pet with me while my resource pets are gathering for me.

Care : To balance things out, our pets should get hungry,hurt,cold,sick,tired and we would need to satisfy these needs or else their output (be it combat or gathering related) would be diminished, or even worse! They might run away!!! This way we would have to come back periodically and check in on our animals making sure they are good to go. We can use NPC contact to reach out butlers and see how our pets are doing! Or pay them to watch over them for us while we are gone! If it's a combat/mount pet that is traveling with us, we will need to be mindful of its needs and care for it accordingly.

Equipment ! : I would love to be able to outfit our tamed creatures, equip them with items that we create or obtain out in the world that help them do their jobs better! Combat pets with the means to like goblins/demons anything that has hands should be able to equip the same items players can! [Goblins with speaks, demons with great swords]

Last but not least…why not infuse parts of shamanism into taming? Spiritual mages,Scarab Mage,Wizards,Skeleton Mages : There are many magical creatures in Gielinor, perhaps one of them can be trained enough to be able to enchant equipment. With taming and creativity the possibilities are endless!

27-Mar-2023 17:14:48 - Last edited on 27-Mar-2023 17:16:14 by CesarTheGrey

CesarTheGrey

CesarTheGrey

Posts: 26 Bronze Posts by user Forum Profile RuneMetrics Profile
Post 3/3

Examples of Production Pets :
Beavers - Makes planks out of logs
Spiders - Acts like a loom , creates spinning objects out of inputs -I.E flax into bowstring, thread into silk.
Dwarves/Goblins : Can be trained to smelt bars out of ore, can be trained to craft items out of bars.

Examples of Resource Gathering Pets :
Spiders - Creates thread/Silk
Chickens - Feathers/Eggs
Sheep - Wool
Golems - Ore
Goblins - Wood/ore/fishing
Hobgoblins - Wood/ore
Dogs - Wood
Cats - Fish/hunt

Examples of Beast of Burden Pets :
Boars (Land Mount/Crush/Stab)
Bear (Fishing/Land Mount/Slash/Crush)

Examples of Combat Pets :
Minotaur (Beast of Burden/Crush/Stab)
Unicorn (Beast of Burden/Mount/Crush/Stab/Magic/Healing)
Lesser Demons (Slash/Stab)

Examples of Mounts :
Dragons (Flying mount/Land Mount/Beast of Burden/Slash/Stab/Crush/Magic)
Greater Demon (Flying Mount/Land Mount//Beast of Burden/Slash/Stab/Crush)
Kraken (Water Mount/Land Mount/ Beast of Burden/Crush/Magic)
Shark (Water Mount/Beast of Burden)
Wolf (Land Mount/Beast of Burden/Stab/Crush)
Lion (Land Mount/Beast of Burden/Stab/Crush/Slash)

27-Mar-2023 17:15:13

RuneJS

RuneJS

Posts: 73 Iron Posts by user Forum Profile RuneMetrics Profile
General thoughts

I'm fairly pleased to see Old School Runescape is willing to move forwards and advance the game with new skills. Needless to say, the execution of the skill and how it is relevant to the wider game matters more than the concept - but the concept and willingness of the team to implement allows for a promising vision of OSRS' future.

The way the new skills have been laid out is clear, presenting a very straightforward image of the general concept.

Sailing

I really like the concept of sailing and I believe if this skill was implemented well, this could revolutionise the game. Travelling to far-off lands, ship battles, and exploring the oceans of Gielinor sounds fantastic.

I would absolutely love to see Sailing but I'm not sure how Sailing would work on a practical level. Apart from one thing, this sounds like open-world Dungeoneering - and I'm loving it.

I believe Sailing should be taken to the refining stage so we can answer the questions below.

Would Sailing transport the player to a different region or instance entirely for players to explore? How seamless would the transition between land and dock be? Would the new islands you could explore be randomised (like dungeoneering) or would islands be set and players only explore them if they have a set level? Maybe a bit of both?

I know some players would be disappointed to see sailing and its relevant content be instanced off from the rest of mainland Gielinor but that doesn't really matter to me . Provided leaving port is a seamless cutscene and you can see the mainland from the ocean map, I don't think you'll have many problems from players.

I know players aren't always fond of time gates but I do believe Sailing could work as the 'glue' or medium between Gielinor and future content totally unrelated to contemporary Sailing!
To agonize over the past cripples our thoughts of the future. Do not procrastinate for fear of what might have been, or what might become. Your choices define you - you must learn to live with them all, good and bad. To do anything else would make you a poor World Guardian.

— Zaros

27-Mar-2023 19:45:23

RuneJS

RuneJS

Posts: 73 Iron Posts by user Forum Profile RuneMetrics Profile
Taming


I'm aware we've been told how this isn't Summoning but in practice isn't it just really similar? Player-owned animals provide buffs to the player, assisting them and making game-play easier.

Isn't this just half of the Summoning skill? Maybe other players will look at this a different way than me and say it's nothing like Summoning! I respect that opinion but it's too close to the concept of Summoning for me.

World of Warcraft ran into a problem with its Hunter class. Some players wanted to be a ranger but they felt that running without a pet made them less competitive or they were playing at a disadvantage, so Blizzard was required to add a perk to provide a damage boost to Hunters who didn't want to use a pet.

What if a player doesn't want to use pets? What if someone's 99-strength and slayer, Bandos-wearing, Hasta-using hero doesn't care for animals? He kills them he doesn't feed rabbits and he's not keen on Dragons.

To me, the point of Runescape is an ordinary person becomes the hero Gielnor needs. I feel that relying on NPC pets devalues this.

There's a feeling that doesn't quite sit right with me regarding Taming.


Shamanism


Out of all three of the proposed skill concepts, Shamanism seems the most Old School.
Shamanism's concept sounds like crafting, Magic, smithing and farming all rolled into one.

I have a very simple response to this skill. I recommend this as a priority, even over a more refined Sailing skill.
To agonize over the past cripples our thoughts of the future. Do not procrastinate for fear of what might have been, or what might become. Your choices define you - you must learn to live with them all, good and bad. To do anything else would make you a poor World Guardian.

— Zaros

27-Mar-2023 19:46:24 - Last edited on 27-Mar-2023 19:49:32 by RuneJS

Archmageous
Aug Member 2020

Archmageous

Posts: 19 Bronze Posts by user Forum Profile RuneMetrics Profile
What about Archaeology ? It may be from RS3, but it totally fits the theme of OSRS (there's still tons of ancient ruins), and in my opinion is better than any of these pitches. I always liked the idea of learning more about Gielenor lore while training a skill, it makes it interesting.

That being said, if it has to be one of these three, I'd vote for Shamanism . It sounds like an old school version of Divination, and I'm personally not against that. If it does get added though, please make the method for gathering its resources less very boring than those memory rifts.

I think Sailing just seems too much like Dungeoneering to fit the OSRS aesthetic. Speaking for myself, I'd rather have a new skill that augments my current adventures throughout the world of Gielenor, rather than a skill that simply unlocks new areas. There's already enough bossing content locked behind slayer!

I also feel I should voice my opinion that Taming actually sounds worse than Summoning. It seems to have all the bad aspects of summoning, i.e. having to rely on companions to be a competent player, but with the added responsibility of actually having to take care of said companions.

I just think you're not giving the community enough options if you don't also poll Archaeology . It's different enough from these three skills to deserve it's own consideration!

27-Mar-2023 19:58:44 - Last edited on 27-Mar-2023 20:47:44 by Archmageous

Owney
Nov Member 2022

Owney

Posts: 15 Bronze Posts by user Forum Profile RuneMetrics Profile
Old School RuneScape's new skill

if Shamanism passes it should have the power to use "soul" power to tame animals as another part of the skill. my thought is soul/spirit power is what
is used in Shamanism and that is also used in the connection between companions.

if Taming passes I had an idea that it can take bits and pieces of summoning like hatching the eggs from bird nest's and even taking and adding from
Shamanism, because mutually respecting your "soul" powers growth with a companion ignites many powers that are not of physical nature so that would
lead to many mystical "Shamanism" type benefits/perks ect. (it would be a combination and a true grasp of real life connection made into the game)

if Sailing does not pass it should be made as a part of the game, as a way to travel and do new things in the game (stated in the new skills pitches blog)

My final thought was that if one passes and the other two do not they can still be added into the game, for example if Sailing passes then Shamanism
should be added as at least a "master+" quest perk that you can use what resources are provided from the quest/area/games unlock offerings. Taming should
then be made into the game as well as just a perk combined into the core of the game like how the Summoning part that you could get all these cool
pets and have them as followers and treat them as a companion by feeding them, playing with them and caring for them. Then if one Shamanism or Taming pass
then like I stated before Sailing should be added into the game as a piece of content with new skill option unlocks for ex. deep sea fishing,
new islands with wild creatures for slaying, hunter, plants for herbs and farming, quests, and cool interactions out at sea like mentioned
activities/interactions

those are my main thoughts I could bring to surface at this time.
Goodbye forums.

27-Mar-2023 22:24:06

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