I just genuinely would ask myself where this thing could even fit level wise - regular, oak, willow, teak and acadia trees work perfectly fine from their cutting rates, with the highest of those trees being intended for level 47, at 68 you unlock ivy, at 81 idols, at 94 crystal trees and at 96 golden bamboo. Crystallize with acadia also is incredibly strong - albeit you need to be able to use that. That basically just leaves some point in the late 50s or 80s.
Vengeance of
said
:
At this point, I'd like to completely repurpose the Sawmill into a general purpose Woodcutter's Guild. I have to concur with the other folks that it feels very redundant in its current form, and if Jagex were to devote development time to improving it, they might as well do more than paper over a few cracks.
The Sawmill could become a central skilling location for its various skills like the Artisan's Workshop is. All it would need is a few additions:
- A reliable Bank Chest for quickly converting logs into planks
- A tree patch; maybe also a hardwood tree patch that could grow Teak or Mahogany for convenient harvesting?
- A House portal
- An Estate agent
- A central bonfire for Firemaking training (inheriting the effects of the Portable Brazier)
- Fletching tables that inherit the effects of the Portable Fletcher
- Portable Braziers/Fletchers/Sawmills could be converted into some sort of superfuel for the bonfire like how Portable Forges became Luminite Injectors, doubling the speed of Fletching and Firemaking in the Guild when active, taking a bite out of PortableScape and making the Guild the best place to train its associated skills
- Some sort of reputation system for unlocks, like OP has suggested
I could certainly get behind that. It technically doesn't really feel like a
woodcutting
(since construction, fletching and firemaking certainly are more prominent) guild though, so it may be worth having more trees than just growable hardwood as well.
Improvements:
Tooltip
/
(F2P) QoL v2
Quick Fixes:
Invention
21-Nov-2022 06:12:25
- Last edited on
21-Nov-2022 07:39:33
by
Rikornak
A couple of all core trees, including exclusively redwood trees (basically their counterpart to elder, albeit you also could grow one in the farming guild), a cave with ents (basically like our living rock creatures, which you can harvest with woodcutting after defeating them), a sawmill, a shop for axes (hatchets in RS3), a bank and a shrine where you could sacrifice bird eggs for prayer experience and a low chance at a cosmetic outfit.
When it comes to RS3 I certainly do think another elder and bloodwood tree (it's close to the wilderness, so it certainly wouldn't be more off than the one at manor farm) each could be fairly enriching for that guild. Lower tiered trees need a woodcutting fix first, but other than that a couple of magic and yew tree spawns (or higher levelled things with a full rework) could be valuable as well.
Improvements:
Tooltip
/
(F2P) QoL v2
Quick Fixes:
Invention
21-Nov-2022 07:32:51
- Last edited on
21-Nov-2022 07:47:08
by
Rikornak
from the look of the live stream .... it's not necessarilly a bad thing.
at least you can make planks yourself, get the construction xp for it. and you don't need to make runs.
but, I do expect bugs on launch day.
I had made suggestions for using it as an afk construction training method but rip.
I mean yeah - it was an activity that never had had any purpose, except for doing it once for the achievement diary. Can't really say we would have lost anything of value in here.
But yeah - it
basically
lives on with us creating our own planks now.
It's probably really not a bad thing if they declutter the world for a bit, but I hope they explain, why the lumber yard suddenly is gone.
Improvements:
Tooltip
/
(F2P) QoL v2
Quick Fixes:
Invention
Mel 624
said
:
I was hoping it could be turned into a woodcutting/construction guild.
Prior to Fort Forinthry’s announcement, I had been thinking along the same lines, though not necessarily with as much focus on Woodcutting.
While it doesn’t have the same feel as a traditional RuneScape guild, the fort certainly seems intended to serve the purpose of one. Compared to how the old skill guilds were designed, without much concern for realism nor for narrative, the fort is in my opinion a welcome change. Although I don’t have a problem with the original guilds as a concept, I do appreciate the more holistic development process of integrating multiple game elements (i.e. story, skilling mechanics, and/or combat) which has been gathering steam this year in updates such as the Garden of Kharid and now New Foundations/Fort Forinthry. From what I remember reading, the fort even manages to include ports and Miscellania.
At the heart of all of this, training Construction was finally made reasonable. Reworking the plank-making system, while keeping the old system as a parallel method so that you can spend gold to accelerate the process, was a clever idea I wouldn’t have thought of. If the Duchess/Duke/Dux of Fort Forinthry became violently stricken with an unbearable desire to rename the fort to “Construction Guild,” and their title to “Guildmaster,” I don’t think their subjects would have much need for concern.