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Sawmill training

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Roddy Piper
Jan Member 2011

Roddy Piper

Posts: 13,751 Opal Posts by user Forum Profile RuneMetrics Profile
This is actually old feedback, but it still applies. When you are doing this and you need more planks it takes too long/is too boring. You pick up every single log, deposit every log, and then pick up every plank.

What I said back in the day is to let us pick up all of the logs in one action. It only takes one click now but it picks up each single log. I want them all instantly.

This would obviously increase the playability AND the XP rate.

In today's game, I would say take it a step further. Make improvements to those actions as an unlockable reward. Probably with level requirements due to even further increased XP.

So I could pick up all the logs instantly, maybe dump 2-3 at a time and pick up 2-3 planks at a time with maximum reward unlocks.

IDK what the final XP rate would be, but since you already have a reward system you could put some things in there. Like more XP or maybe lots of regular logs. People seem to like regular logs, nobody can find them and if you put them on the drop table players will RIOT for sure.

30-Oct-2022 16:40:00 - Last edited on 30-Oct-2022 16:42:23 by Roddy Piper

Rikornak
Oct Member 2013

Rikornak

Posts: 9,169 Rune Posts by user Forum Profile RuneMetrics Profile
I must admit I never understood the purpose of sawmill training - it's not just like it just went out of fashion eventually, it just never had any relevance in the first place, since the significantly better usable ivy was released in the same update.

Fast forward 13 years we've gotten even more methods, that mainly are intended for xp - crystal mask, idol cutting, crystal trees,...

I genuinely can't see the sawmill to ever have a role as a pure xp gaining method, since it has to compete against lots of stuff, that just can do that better. Adding unlocks just in order to make this broken mess bearable is a horrible idea - that has to be baseline. When it comes to unlocks it should be stuff that directly increases the xp per action, albeit the base level also needs to be something adequate for levels 80+ in 2022 in the first place. Also unlocks and rewards (I know that this thing is supposed to be a parody on unpaid internships, but that should go) that may fulfill purpose outside of the activity.

What should the xp be? Golden Bamboo can reach 300k xp/h, Acadia with all available equipment and crystal mask likewise at high levels - sawmill needs to be somewhere as well - a tad bit higher without monetary rewards.
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

31-Oct-2022 07:03:05 - Last edited on 31-Oct-2022 07:09:15 by Rikornak

Roddy Piper
Jan Member 2011

Roddy Piper

Posts: 13,751 Opal Posts by user Forum Profile RuneMetrics Profile
Taking everything else out of the equation, including whether players would actually play it, I would definitely ask if the devs could make the basic change of picking up logs.

If it's unplayable it doesn't matter what the xp rate is. It is zero.

But honestly, I see nothing wrong with this entire concept of sawmill training. It can be re-balanced. With the basic bit of feedback I gave, that it is super boring to re-stock our planks, I'd like them to at least consider whether it can be saved.

If they have to change the story or texts, I doubt that even 1% of the player base is familiar with it.

31-Oct-2022 11:14:14

Rikornak
Oct Member 2013

Rikornak

Posts: 9,169 Rune Posts by user Forum Profile RuneMetrics Profile
Just did a contract, so I do know what's on with that thing.

Unplayable is the wrong word - it's clunky (it takes ages to pick up logs, it takes ages to convert them to basic planks, you have to choose the proper amount of processed planks with a right click, you can't get rid of surplus planks other than dropping them one at a time,...), offers no monetary rewards and mediocre xp at best. It also doesn't really have the kind of gameplay I would call as something, that would remain fresh if you're doing it for longer than let's say 30 minutes. Not that this would be different to other skilling methods for that matter, but this is nothing I would regard as a potential strength for this.

You would want to fix the first issue - making this thing into something giving slightly better xp (since yeah, natural effect by having it playing more fluently), but still no monetary benefit - the sole advantage of this would be making the one time you're forced to this for the varrock diary more endurable.

Sounds a bit vile - but outright removing the activity from the game would have more of an effect when it's just about this. That's why they have to drastically buff the experience gain at a minimum, ideally doing more than that, when they already would turn their attention to it. I mean we are creating planks in here, so a finished contract could give an assortment to us as a reward free of charge.
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

31-Oct-2022 13:34:03 - Last edited on 31-Oct-2022 13:45:53 by Rikornak

Roddy Piper
Jan Member 2011

Roddy Piper

Posts: 13,751 Opal Posts by user Forum Profile RuneMetrics Profile
Actually I was thinking of a plank making system when I remembered this existed. I trained there when I was getting lvl 99 years ago, chopping logs is so boring to me.

I feel like it is repeatable but the process turns me away.

31-Oct-2022 13:58:36

Roddy Piper
Jan Member 2011

Roddy Piper

Posts: 13,751 Opal Posts by user Forum Profile RuneMetrics Profile
After seeing how the farm update played out, adjustments to this sawmill should definitely be an update rather than a reward we earn with points or contribution.

This is my suggestion:

1. Speed up the collection rate of the logs.
2. Calculate the xp per hour difference. See if the rate is significant enough without further adjustments.
3. Consider whether it should be attached to a skill level or just be a fix.

As a bonus they could consider the entire xp rate, but my goal is just to make it PLAYABLE.

19-Nov-2022 12:33:06

Vengeance of
Mar Member 2018

Vengeance of

Posts: 2,372 Mithril Posts by user Forum Profile RuneMetrics Profile
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

20-Nov-2022 21:59:50

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