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Restructure of Smithing


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Thanks for the move ^

Also, I had no idea about the Artisan's Workshop and now that I read about it, they already tried adding tiers to existing Ores. That would not be a bad way to conduct the overhaul if they actually thought of doing it.

 

-Edit- Ah Thanks for the QFC link, I had to go back to the post to understand what it was.

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Thanks for the move ^

Also, I had no idea about the Artisan's Workshop and now that I read about it, they already tried adding tiers to existing Ores. That would not be a bad way to conduct the overhaul if they actually thought of doing it.

 

-Edit- Ah Thanks for the QFC link, I had to go back to the post to understand what it was.

 

Yeah, Artisan's Workshop was a pretty big fail that wasn't exactly helped out by most players hyping it up to be a smithing rework like what you are talking about. Then again, Jagex didn't really help the issue.<_<

 

If you want to use a direct QFC link it's:

[qfc]numbers[/qfc]

Working on max and completionist capes.

2435/2475

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I came back to Runescape 2 days ago on a Trial Membership, because I date back originally to before the introduction of the Grand Exchange I didn't know how to navigate Runescape's new website and find their updates, so I just followed Runetips updates. Can you link me to the "slip" you're referring to?

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I think there are quite a few changes necessary

 

a) lower the level of rune smithing to around 50-70. It doesn't have to be as low as the attack, as I belive its more complicated to smith something than it is to wield it.

b) if you want to increase the mining rate of runite, then lower high alch.

c) Add higher end content for the skill that makes sense (untradable attachments etc?)

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I came back to Runescape 2 days ago on a Trial Membership, because I date back originally to before the introduction of the Grand Exchange I didn't know how to navigate Runescape's new website and find their updates, so I just followed Runetips updates. Can you link me to the "slip" you're referring to?

Some dude went to MCM Expo and talked to Mod Mark, who revealed that Smithing (and Mining too I believe) are due for a pretty big update sometime next year (first half).

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In real life MMO you don't get 99 smithing by making endless bronze daggers.

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I think that's fantastic news! I doubt there is anything wrong with discussing how we think it should be handled and I happen to have no idea who Mod Mark or any of the Runescape Mods are, but it's good news to me; Even if I don't think it should take a whole year to happen.

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I always thought the best way to fix smithing would be to have all pieces of armor unlocked at a certain level. In other words, you'd be able to smith all pieces of rune at 40 smithing. It would open up a lot of space that Jagex could do a lot with - armor customization (adding defensive/offensive buffs), smithable lp boosting armor, etc.

 

It'd take a lot of balancing, but it should've been like that in the first place.

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I think the most important thing for them will be to first work out the combat rework.

 

I've always liked the idea that smithing would grant you exclusive benefits. Even if you could smith rune armour at level 41-50 and have better armour at 90+, you could still just buy the 90+ armour. Smithing in this reworked structure doesn't give you any personal benefit.

 

I think they should let us "enhance" our armour and weapons in someway, perhaps let us increase the soon-to-be release LP values by a % amount, maybe permanently "temper" degradeable armour at level 99 smithing (making it never degrade, but also untradeable), and so on.

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Runescape's gear needs to degrade and then break/disappear forever in order to stabilize the economy if they were to lower the reqs on smithing that gear. Not saying bandos or barrows, but bronze-rune would need to change.

 

How would it work?

 

Gear would Degrade like barrows:

Rune platebody

Rune platebody 100

Rune platebody 75

Rune platebody 50

Rune platebody 25

Broken/gone forever.

 

Only the non-used gear could be bought/sold on the GE, once its used it can be traded but NOT put on the ge.

 

Once Bronze-Rune is made degradeable, you can lower the level req's.

 

lvl 1 you can make full bronze

lvl 10 iron

lvl 20 steel

lvl 30 mith

lvl 40 addy

lvl 50 rune

 

In order for this to make complete sense, the mining reqs would need to be lowered as well. Then, ore nodes would need to work more like trees in that you can mine several ores from 1 rock before moving to the next. Because gear would be breaking, new gear would need to be made fast enough to replace them.

 

 

 

 

 

I feel like lvl 50 to make top tier f2p gear is fair since most every other skill is p2p only after lvl 50.

 

This would allow p2p quests to unlock new gear to make for lvl 50-99 as well.

 

 

Picture a Grandmaster questline for Dwarf's where the reward is a smithing book (like spellbooks) that allows you to make ancient dwarf gear for lvl 50-70 (making this up) and then a dragonkin quest or a quest that takes you back to the 3rd age for smithing books for lvl 70-99.

 

 

 

 

 

 

 

To add to what hedge and sinkhan have said, you could also use Runecrafting as a way to enchant gear. By using runes to enchant gear they could finally remove the need for runes to be used when casting combat spells.

 

X amount of air,water,fire,earth runes + whatever would create a buff against air,water,fire,earth magic

X amount of blood runes + whatever secondary mats would add a LP buff

X amount of death/chaos/cosmic/whatever runes would make other buffs.

 

Magic becomes balanced with the cost of meele&range while runecrafting earns a new purpose that is actually useful. You could also give runecrafting xp gains with binding runes to gear.

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Success rate, xp nerf, and alch nerf would be the easiest way to kill off the stupidity of the rune smithing currently.

 

Then again, Rune wouldn't be so uncommon in f2p unless the success rate was well balanced. You can still get it as a drop, you can buy some or most off shops for a relatively low amount of gp. Members get rune so often off monster drops it wouldn't matter.

 

 

Completely separate f2p and p2p GE transactions and maybe this would work well, I think. It'd make f2p crazily different, with unknown effects on the game itself on both p2p and f2p versions.

 

 

It's an idea worth thinking about really but only because I like dynamic changes and this would change RuneScape largely. They'd also have to fill in a lot more gaps with new items, and probably add success rate somewhat like Ceremonial items in Art workshop to those P2P crafts such as shields, godswords and dragon plates. Spirit shields maybe not due to their rarity but probably have it be more beneficial by changing the way you actually smith them. That's something entirely different and I don't think it'd be as easy. On top of that, rare items such as dragon slices and whatnot might be destroyed? You'd have to require other semi-rare materials such as much more common (item name) ingots from something else (like dragon ingots from any metal dragon ingame, instead of rune bar drops or something), and let those be the items that destroy when you aren't successful instead.

 

 

I haven't read your thread because I doubt most people have a good balanced suggestion/wasted my time posting this already. I'm sure Jagex has some tricks up their sleeves for the future of this but for the most part, they really don't take players' thoughts into consideration very often at all, at least saying so on a post/thread.

 

I will tell you they either steal ideas or think of similar ones sometimes though (*cough* yeah sure Jagex, I see what you do). Keep being creative with suggestions and you might see something like yours in an update :).

 

 

 

They will never give credit to a player for their idea.

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tbh reading your post felt like a bigger waste of time...

 

 

I think if monsters dropped gear that was already at the degrading stage (some would drop gear at the 25 mark, others 50, 75 or 100 but NEVER at the ge sell point). It would balance out pretty well.

 

 

they do something like this in Darkfall and it works out really well. Feels a lot like early RS when people actually got their skills up to make the gear.

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they do something like this in Darkfall and it works out really well. Feels a lot like early RS when people actually got their skills up to make the gear.

 

Well that is the essence of the problem, smithing, along with many skills, is based on very archaic design principles. With no GE or big monster drops, rune gear was mostly extremely valuable and prestigious because it had to be smithed by a player or you had to find one of the few people who had it to sell it to you (which was one of the reasons why the rune 2h was so expensive in RSC).

 

Fast forward to the present and you have gear that is leaps and bounds better, much better monster drops, a higher population to get the drops and smith items, and a GE to facilitate distribution.

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