Triquos Posted March 13, 2011 Share Posted March 13, 2011 My idea of a nice smithing update: Augmented weapons with gems that can be attached to armour. These augments would have specific abilties. Some would make weapons deal magic damage, some would increase the attack speed of the weapon... there are no limits here. Rare and in demand augments could be dropped from new high level elemental slayer bosses. Link to comment Share on other sites More sharing options...
saifzam Posted March 14, 2011 Share Posted March 14, 2011 I wonder... why must smithing be combat related? If Jagex were to include some high level updates directed towards noncombat skills (along with deviations of the same updates for lower levels) almost everybody would be happy. Most importantly, this wouldn't [bleep] up the combat system. Hmm... some ideas off of the top of my head: - smithing different traps for hunter (the higher level the trap, the faster the catches; traps degradable)- creating shortcuts in various places for agility Link to comment Share on other sites More sharing options...
Emmentail Posted March 14, 2011 Share Posted March 14, 2011 Changing the fact it takes level 85 mining/smithing to make lvl 40 armour. Link to comment Share on other sites More sharing options...
Stev Posted March 14, 2011 Share Posted March 14, 2011 Well, the thing about equipment that can't be traded... What exactly could you make smithing that couldn't be traded? With Herblore, you can train the skill with overloads, extremes, etc. What good would it be to make 5000 platebodies or platelegs that you couldn't trade? I think making bolts that couldn't be traded, yet very high powered, would be fantastic. Get a TD drop and have the option of making dragon bolts (u) or something, rather then a platebody. Maybe have the high level / non-tadable armor degrade to dust after x amount of time, that way you'd have a reason to make and use 5000 of them and use them to train like overloads. Edit: I've always liked the idea of melting armor pieces (Platebodies, platelegs) back to bars. :P Link to comment Share on other sites More sharing options...
sees_all1 Posted March 14, 2011 Share Posted March 14, 2011 Make armour not the last part of the smithing skill. Add an extra step - like sharpening swords or buffering armour. Give some bonus to this special armour, and let it degrade back to its normal result. Should make degraded armour more valuable than the non-degraded, and if the special armour is trade-able then the game retains its balance. 99 dungeoneering achieved, thanks to everyone that celebrated with me! ♪♪ Don't interrupt me as I struggle to complete this thoughtHave some respect for someone more forgetful than yourself ♪♪♪♪ And I'm not doneAnd I won't be till my head falls off ♪♪ Link to comment Share on other sites More sharing options...
Quasar Posted March 14, 2011 Share Posted March 14, 2011 Trolololol best drops (reasonably accurate/up to date): 1x Elysian Sigil (LS), 1x Arcane Sigil (cs), 4x Armadyl Hilt (solo at 100m, 100m, 50m, and 5m), 2x Saradomin Hilt (solo at 25m), 5x Draconic Visage (34m,1.2m,1.2m) and various cs/ls/ffa Nex splits. Drygore Drops: 7 Longswords, 3 Maces, 3 Rapiers, 3 Off-hand Rapiers, 5 Off-hand Maces, 3 Off-hand LongswordsROTS Shields: 12 Seismics: 16Ascension Crossbows: 6 Spider Legs: 10Countless Armadyl armour pieces, Saradomin amulets, Dragon Hatchets, and Fremenik Rings.Range~Herblore~Construction~Constitution~Defence~Farming~Magic~Attack~Prayer~Strength~Summoning~Slayer~Mining~Dungeoneering~Firemaking~Agility~Magic Mastery~Summoning Mastery~Cooking~Smithing~Fletching~Thieving~Hunter~Woodcutting~Fishing~Runecrafting Link to comment Share on other sites More sharing options...
amitoz Posted March 14, 2011 Share Posted March 14, 2011 Herblore wasn't as dead as smithing pre-update... Smithing will always be useless, unless they add something like making Nex armours only repairable with, say, 90 smith. Come to my Clan chat (I'm there if I'm online) if you wish to borrow a Green H'ween mask, Blue H'ween Mask, Red H'ween Mask, or Santa for a reasonable price. Link to comment Share on other sites More sharing options...
Estoc Posted March 14, 2011 Share Posted March 14, 2011 Maybe they could add more items like Dfs and Blessed Spirit Shield, which require a high smithing level to make, but instead make the final product untradeable. These could be a rare drop from some monsters, and be unassistable, much like extremes. They could be anything from lifepoint boosting gloves/boots with comparable stats to barrows gloves/dragon boots, or new monster specific weapons like Keris or Balmung. They could even make it so degradeable items (barrows/chaotics/pvp equiptment/nex) last longer with a higher smithing level. Maybe 1.5x or 2x for 99 smith. Smithing is about making and repairing armor/weapons, so it makes sense your armor would last longer if you could repair it in the field. From the empty days of hope, deny the darknessFollow my voice, we'll run far away from hereIf only to hide, to escape this lifeAnd live forever, forever in the sun Link to comment Share on other sites More sharing options...
Sir_Squab Posted March 14, 2011 Share Posted March 14, 2011 I guess the general feeling is that Jagex needs to update skills to have a more direct impact to their original purposes. It's obvious Jagex originally intended many non combat skills, like smithing, fletching, and crafting, to tie into combat. This is highlighted in places like SC/Dungeoneering. However, Jagex made those tie-ins at a time where they were relevant, when there was a small population and not so many npc's around to fill the gap of better products, or even the same products from those skills. But now, monster hunting fills the roles of best money maker, and with things like effigies, it now trains other skills, often times better then they train themselves. Making rune armor and crafting black dragonhide just doesn't cut it anymore, those ideas are old and they've been worn thin. The new age is like herblore with extreme potions. Where you get a direct, distinct, and unique advantage from each skill that you can tie-in to combat. Like smthing, the ability to modify armors and make them better, while also being able to produce mediocre armor from scratch. That's a good ability and it's a good way to sell the skill to the combat crowd. Skills like runecrafting and agility can also impact armor and its performances. So what if "99 smithing" became a new standard amongst elite teams at GWD? I've played so many games that are like that, where multiple skills better you at combat, not just rare drops or ones that cost a fortune. Runescape, while striving to be unique, can take some pointers from other games. It's not like it hasn't already. Well, herblore worked how it did because you already MADE lower level potions at lower levels, right? But with smithing, we currently have NOTHING that modifies armour. Therefore, we make the modify armour untradeable, and can start modding armour from level 1 smithing. Or something. There's no reason to limit this just to just 85+ smithing, unlike all those untradeable pots. Here's what smithing can do. Using certain materials, preferably untradable ores that must be mined, you can upgrade existing armors to do a number of different things like boosting defense, boosting strength bonus, or boosting constitution. These are for full sets of armor (helm, plate, legs, and shield), not per piece (so bronze would get +1 str per piece and something like 50 cons for plate, 25 for legs, 10 for helm, and 15 for shield)Levels 1-10 can upgrade armor with 5 def required for +4 str, +5% defense, or +10 constitution Levels 11-20 can upgrade armor with 10 def required for +5 str, +5% def, or +15 constitutionLevels 21-30 can upgrade armor with 20 def required for +6 str, +5% def, or +20 constitutionLevels 31-40 can upgrade armor with 30 def required for +8 str, +5% def, or +30 constitutionLevels 41-50 can upgrade armor with 40 def required for +10 str, +8% def, or +50 constitutionLevels 51-85 can upgrade armor with 50-60 def required for +15 str, +10% def, or +70 constitutionLevels 85-95 can upgrade armor with 70-75 def required for +20 str, +15% def, or +100 constitutionLevels 96-99 can upgrade armor with 80+ def required for +25 str, +20% def, or +200 constitution Note that this is in addition to anything else the armor does, so if you were to upgrade Nex armor and a chaotic kiteshield (keeping in mind the chaotic kiteshield has 80 def required), you would add something to the effect of 100lp to the body, 50 for the legs, 25 for the helm, and 25 to the shield, in addition to whatever other bonuses the armor has. Or you could opt for 10 more str on the body, 7 on the legs, 5 on the shield, and 3 on the helm. Or you could just multiply all of their defensive stats and soak amounts by 20%. Doing each of these things would require some different, difficult to obtain material and would render the armor untradable until you remove it. That would neither devalue boss drops nor be useless. The numbers aren't perfect, but it's something to go off as far as how to make smithing useful and not knock boss hunting out of the running. It would be nice to also have crafting do something similar for ranged and mage armor. Your numbers are off. See, this was part of the original problem with smithing to begin with - they made the best armour, which was level 40 at the time, require max smithing. In the long run, it's better to have 80+def req have a smithing req to modify it in the 80-89 range. The way, when level 90 armour comes out, 90-98 smithing is used to modify it. When level 99 armour comes out, you modify it in some special smithing guild you can only get into while wearing a smithing cape. Or a room in a future smithing guild that requires a smithing cape. I know you said the numbers weren't perfect, I just want to point out that making a smithing requirement involving armour HIGHER then the level for the actual armour itself is just going to [bleep] things up in the long run. Still, conceptually it seems nice. Really, I think the simple concept for making smith useful is having smith give us LP/soak boosts, maybe def boosts (I'm somewhat against offensive boosts seeing as we really don't need more then we have atm lol) and then it's just a matter of messing with the numbers. I mean, soaking could really use a buff lol. I wonder... why must smithing be combat related? If Jagex were to include some high level updates directed towards noncombat skills (along with deviations of the same updates for lower levels) almost everybody would be happy. Most importantly, this wouldn't [bleep] up the combat system. Hmm... some ideas off of the top of my head: - smithing different traps for hunter (the higher level the trap, the faster the catches; traps degradable)- creating shortcuts in various places for agility Those could be added, but it will still be considered useless unless it augments combat. Sorry, that's how it is. Really, almost everything ties into combat eventually - the herblore habitat is useful not only because of the great exp, but because of juju farming potions. Which allow you to get herbs for money. The reason herbs cost so much is largely due to extreme potions. I mean, it's got a few levels of separation FROM combat, but eventually connects back to it. Here's my idea; you can alter melee armour at the cost of metal bars, which augments the stats of the items, but the alterations eventually revert the armours to their original form. Similarly, you can alter ranged armour with crafting and hides, and enchant magic robes using runes. It would be really nice if there was some kind of special trade screen where you can pay someone to alter your armour if you don't have the levels but have the ingredients. For example, I've got Torag's Platebody. I use the Rune Berserker alteration on it at an anvil, which requires 2 rune bars and 95 smithing. It adds a strength bonus to it (let's say +4), reduces the defensive (especially against magic) stats, and becomes untradable. After 10 hours of combat, the platebody reverts to it's original, tradable form. Higher level alterations are more potent, but are also more likely to have downsides in other areas. Another example, I've got a Mystic Robe Bottom. I use the Mist Protector alteration on it at an Enchantment Site (like an anvil, but for Magic), which requires 10 mist runes and 35 magic. It improves magic and melee defence, and also lasts for 10 hours of combat. I don't think it's fair for Melee to be the only side to get an update yet again.As much as I agree with that, I'm not sure smithing is the skill I think I want my mage gear upgraded with. At least, it doesn't make sense to me for smithing to increase the defence stats on mage armour, imho. I'd like to point out that this topic is probably as conclusive proof as you can get that coming up with concepts to fix smithing really isn't that hard. Smithing = buffiing armour. The real question is what armours get buffed, what buffs we use, how powerful the buffs are, what the levels for the buffs are. Still a big question, but if this were to be implemented, all of those questions would really be up to Jagex. My opinion is mainly LP/soak increase for smithing, seeing as we don't have enough of that already. Not to mention that soaking and LP boosts are fairly neutral and lacking in the game, in which case it would be more appropriate for smithing to work on more then just melee armour. *scratches out and modifies an above comment* Squab unleashes Megiddo! Completed all quests and hard diaries. 75+ Skiller. (At one point.) 2000+ total. 99 Magic.[spoiler=The rest of my sig. You know you wanna see it.]my difinition of noob is i dont like u, either u are better then me or u are worst them meBuying spins make you a bad person...don't do it. It's like buying nukes for North Korea.Well if it bothers you that the game is more fun now, then you can go cry in a corner. :shame:your article was the equivalent of a circumcized porcupineThe only thing wrong with it is the lack of a percentage for when you need to stroke it. Poignant Purple to Lokie's Ravishing Red and Alg's Brilliant Blue. Link to comment Share on other sites More sharing options...
strilmus Posted March 14, 2011 Share Posted March 14, 2011 I think it would be boring if somebody who maxed out their combat skills was set for the entire rest of the game. Link to comment Share on other sites More sharing options...
Quyneax Posted March 14, 2011 Share Posted March 14, 2011 I'd like to see smithing/crafting/runecrafting/fletching as money savers first: runecrafting required to use and/or create rune-saving gears, smithing and crafting to (permanently) repair barrows and (permanently) increase the set usefulness. In my opinion all barrows melee sets could do with a one tick higher attack speed coupled with 80+ attack/defence/strength requirements and 90+ smithing. Ahrim's staff could be one-handed and Karil's crossbow could get +5 ranged strength or a few squares more range or so. Fletching is a bit tricky but it could lead to staves, like in dungeoneering (staff + orb is covered in crafting but staffs are still bought whole). If you could fletch battlestaves like you can smith ceremonial swords, except useful, that would be quite interesting. I'd also like the ceremonial swords to have 1.5-2 times the bonusus they currently have. Supporter of Zaros | Quest Cape owner since 22 may 2010 | No skills below 99 | Total level 2595 | Completionist Cape owner since 17th June 2013 | Suggestions 99 summoning (18th June 2011, previously untrimmed) | 99 farming (14th July 2011) | 99 prayer (8th September 2011) | 99 constitution (10th September 2011) | 99 dungeoneering (15th November 2011) 99 ranged (28th November 2011) | 99 attack, 99 defence, 99 strength (11th December 2011) | 99 slayer (18th December 2011) | 99 magic (22nd December 2011) | 99 construction (16th March 2012) 99 herblore (22nd March 2012) | 99 firemaking (26th March 2012) | 99 cooking (2nd July 2012) | 99 runecrafting (12th March 2012) | 99 crafting (26th August 2012) | 99 agility (19th November 2012) 99 woodcutting (22nd November 2012) | 99 fletching (31st December 2012) | 99 thieving (3rd January 2013) | 99 hunter (11th January 2013) | 99 mining (21st January 2013) | 99 fishing (21st January 2013) 99 smithing (21st January 2013) | 120 dungeoneering (17th June 2013) | 99 divination (24th November 2013) Tormented demon drops: twenty effigies, nine pairs of claws, two dragon armour slices and one elite clue | Dagannoth king drops: two dragon hatchets, two elite clues, one archer ring and one warrior ring Glacor drops: four pairs of ragefire boots, one pair of steadfast boots, six effigies, two hundred lots of Armadyl shards, three elite clues | Nex split: Torva boots | Kalphite King split: off-hand drygore mace 30/30 Shattered Heart statues completed | 16/16 Court Cases completed | 25/25 Choc Chimp Ices delivered | 500/500 Vyrewatch burned | 584/584 tasks completed | 4000/4000 chompies hunted Link to comment Share on other sites More sharing options...
Freakyhair Posted March 14, 2011 Share Posted March 14, 2011 Well, the thing about equipment that can't be traded... What exactly could you make smithing that couldn't be traded? With Herblore, you can train the skill with overloads, extremes, etc. What good would it be to make 5000 platebodies or platelegs that you couldn't trade? I think making bolts that couldn't be traded, yet very high powered, would be fantastic. Get a TD drop and have the option of making dragon bolts (u) or something, rather then a platebody. Maybe have the high level / non-tadable armor degrade to dust after x amount of time, that way you'd have a reason to make and use 5000 of them and use them to train like overloads. Edit: I've always liked the idea of melting armor pieces (Platebodies, platelegs) back to bars. :P small armour enhancements. like really small enhancments like +10 attack for a weapon maybe. +like 4 strength. Stuff like that, something that makes a difference but a very small one. read some of the posts on the first page :) Link to comment Share on other sites More sharing options...
essiw Posted March 14, 2011 Share Posted March 14, 2011 I just got an idea, it still is an idea so could be horrible :P What if you could sharpen weapons for a certain amount of time (time could be longer the higher level you are), the sharpening could make the weapon faster or stronger.The same could be applied to armour (life boosting/ more defence) It is nearly the same as other suggestions, but it adds the time factor, so that you need to go back to sharpen your weapons or make your armour stronger. http://sign.tip.it/1/2/79/260/essiw.png Retired item crew I would like to be credited as essiw at the website update & corrections forum. Thanks! Link to comment Share on other sites More sharing options...
Helm_Lardar Posted March 14, 2011 Share Posted March 14, 2011 Smithing: Original purpose? To produce top-quality armour at the highest level. And weapons, too, but no-one seems interested by that here. Problem? Better-quality armour and weapons were introduced to the level that smithing was pointless. Solution? Allow smithing to buff armour and weapons at a high level. I'm not an efficienado. Link to comment Share on other sites More sharing options...
essiw Posted March 14, 2011 Share Posted March 14, 2011 I just got an idea, it still is an idea so could be horrible :P What if you could sharpen weapons for a certain amount of time (time could be longer the higher level you are), the sharpening could make the weapon faster or stronger.The same could be applied to armour (life boosting/ more defence) It is nearly the same as other suggestions, but it adds the time factor, so that you need to go back to sharpen your weapons or make your armour stronger. I had this on the first page :Psorry :P didn't see it ;) though an other idea (sorry if someone said this too :P)making different knives for fletching (not sure what bennifit fletching could gain from the knives. Right now we have the normal knife, and the throwing knives. but we could have bronze-dragon knives for fletching. Could be used to make fletching usefull by adding stuff that require such knife http://sign.tip.it/1/2/79/260/essiw.png Retired item crew I would like to be credited as essiw at the website update & corrections forum. Thanks! Link to comment Share on other sites More sharing options...
amitoz Posted March 16, 2011 Share Posted March 16, 2011 I just got an idea, it still is an idea so could be horrible :P What if you could sharpen weapons for a certain amount of time (time could be longer the higher level you are), the sharpening could make the weapon faster or stronger.The same could be applied to armour (life boosting/ more defence) It is nearly the same as other suggestions, but it adds the time factor, so that you need to go back to sharpen your weapons or make your armour stronger.Pretty good idea tbh. :thumbup: Perhaps it could add like a +8 str bonus to gs's, or whips or something. Come to my Clan chat (I'm there if I'm online) if you wish to borrow a Green H'ween mask, Blue H'ween Mask, Red H'ween Mask, or Santa for a reasonable price. Link to comment Share on other sites More sharing options...
Fire_Hawk154 Posted March 17, 2011 Share Posted March 17, 2011 #1: Make untradeable armours for high-level smiths.A: This would turn Smithing in the next Herblore. Topics would frequently pop up whether or not Smithing should be added to your combat level as your armour is better than the opposition's, even if it only becomes important at late levels. It should also be decided whether or not it should be banned from PvP, also ties in with the following idea. Sounds like the best option to me :thumbsup: Link to comment Share on other sites More sharing options...
Stev Posted March 17, 2011 Share Posted March 17, 2011 #1: Make untradeable armours for high-level smiths.A: This would turn Smithing in the next Herblore. Topics would frequently pop up whether or not Smithing should be added to your combat level as your armour is better than the opposition's, even if it only becomes important at late levels. It should also be decided whether or not it should be banned from PvP, also ties in with the following idea. Sounds like the best option to me :thumbsup:Also, once you made 1 platebody, platelegs, kiteshield, full helmet and boots, what else is there to do? Make more of that untradeable item? Why? At least herblore supplies can be used up. O_o. Link to comment Share on other sites More sharing options...
Fire_Hawk154 Posted March 17, 2011 Share Posted March 17, 2011 #1: Make untradeable armours for high-level smiths.A: This would turn Smithing in the next Herblore. Topics would frequently pop up whether or not Smithing should be added to your combat level as your armour is better than the opposition's, even if it only becomes important at late levels. It should also be decided whether or not it should be banned from PvP, also ties in with the following idea. Sounds like the best option to me :thumbsup:Also, once you made 1 platebody, platelegs, kiteshield, full helmet and boots, what else is there to do? Make more of that untradeable item? Why? At least herblore supplies can be used up. O_o. Uhm, just use them for Combat? :D Link to comment Share on other sites More sharing options...
green9090 Posted March 17, 2011 Share Posted March 17, 2011 #1: Make untradeable armours for high-level smiths.A: This would turn Smithing in the next Herblore. Topics would frequently pop up whether or not Smithing should be added to your combat level as your armour is better than the opposition's, even if it only becomes important at late levels. It should also be decided whether or not it should be banned from PvP, also ties in with the following idea. Sounds like the best option to me :thumbsup:Also, once you made 1 platebody, platelegs, kiteshield, full helmet and boots, what else is there to do? Make more of that untradeable item? Why? At least herblore supplies can be used up. O_o.So? Something being makable with a skill doesn't have to mean you want to make 50,000 of it. Would you ever make 1k furies? Join "DG Sweepers" Clan Chat for Dungeoneering Floors | Accepting all tipiters who are Willing to Learn | Link to comment Share on other sites More sharing options...
Stev Posted March 17, 2011 Share Posted March 17, 2011 #1: Make untradeable armours for high-level smiths.A: This would turn Smithing in the next Herblore. Topics would frequently pop up whether or not Smithing should be added to your combat level as your armour is better than the opposition's, even if it only becomes important at late levels. It should also be decided whether or not it should be banned from PvP, also ties in with the following idea. Sounds like the best option to me :thumbsup:Also, once you made 1 platebody, platelegs, kiteshield, full helmet and boots, what else is there to do? Make more of that untradeable item? Why? At least herblore supplies can be used up. O_o.So? Something being makable with a skill doesn't have to mean you want to make 50,000 of it. Would you ever make 1k furies?Well, say you get your Smithing to 95 for the ultra omega death sword and the uber 1337 platebody. You make one. Now what? Continue to train with mithril / adamant for minimal XP only for the cape? Not's not a whole lot different. People can use extremes and overloads to train and get 99 Herblore. Link to comment Share on other sites More sharing options...
Obtaurian Posted March 17, 2011 Share Posted March 17, 2011 I've always liked the idea of adding permanent upgrades to existing armors, but I think making the upgrades degrade over time would be good, too. Both options give smithing a reason to exist, but the latter keeps people using it as time goes on. The latter would presumably require raw materials, too, so it seems like the best solution to me. I used to have a thread in the suggestions forum, but for both smithing and crafting (as well as a bunch of other skills, but mainly smithing and crafting). It was heavily based on dungeoneering, though, and not really within the scope of the smithing update everyone had in mind. To put it bluntly, [bleep] off. Link to comment Share on other sites More sharing options...
Helm_Lardar Posted March 17, 2011 Share Posted March 17, 2011 Make your special armour degradable. You have to repair it every now and then. I'm not an efficienado. Link to comment Share on other sites More sharing options...
green9090 Posted March 17, 2011 Share Posted March 17, 2011 #1: Make untradeable armours for high-level smiths.A: This would turn Smithing in the next Herblore. Topics would frequently pop up whether or not Smithing should be added to your combat level as your armour is better than the opposition's, even if it only becomes important at late levels. It should also be decided whether or not it should be banned from PvP, also ties in with the following idea. Sounds like the best option to me :thumbsup:Also, once you made 1 platebody, platelegs, kiteshield, full helmet and boots, what else is there to do? Make more of that untradeable item? Why? At least herblore supplies can be used up. O_o.So? Something being makable with a skill doesn't have to mean you want to make 50,000 of it. Would you ever make 1k furies?Well, say you get your Smithing to 95 for the ultra omega death sword and the uber 1337 platebody. You make one. Now what? Continue to train with mithril / adamant for minimal XP only for the cape? Not's not a whole lot different. People can use extremes and overloads to train and get 99 Herblore.I'm not going to say it would be ideal, but I really don't see the problem with making the stuff once and never making it again unless I die with it. I've still been rewarded for my smithing level. Just because overloads can be used to train to 99 doesn't mean every high level reward EVER has to follow the same model. Join "DG Sweepers" Clan Chat for Dungeoneering Floors | Accepting all tipiters who are Willing to Learn | Link to comment Share on other sites More sharing options...
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