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Dev Blog: Elite Skills


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^It is already dead right now, smithing is not profitable as there are tons of better things to do. It cannot be more dead by trying to make it live.

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^It is already dead right now, smithing is not profitable as there are tons of better things to do. It cannot be more dead by trying to make it live.

And how is this making it alive? (except for ironmen) Or is this only a rejuvenation for ironmen?

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If handled properly this can become the best major update of the game. And I am fully serious. 

 

I really do hope they also rework the non-elite skills as well sometime. Mining, Smithing and Construction mainly.

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^It is already dead right now, smithing is not profitable as there are tons of better things to do. It cannot be more dead by trying to make it live.

And how is this making it alive? (except for ironmen) Or is this only a rejuvenation for ironmen?

 

 

Once smithing is crunched down, this opens up the other levels for devs to expand upon as needed. The crunch in itself would not save smithing, but would stabilize the skill so that it can be made useful quite easily as updates are made.

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No, what needs to be done is not make it profitable since Jagex cannot set that very dangerous precedent in this game that skills be profitable...

 

It needs to be made useful. It needs high level usability and not just for repairs. It needs untradeable products, like herblore before it, to make it useful. This isn't impossible.

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No, what needs to be done is not make it profitable since Jagex cannot set that very dangerous precedent in this game that skills be profitable...

 

It needs to be made useful. It needs high level usability and not just for repairs. It needs untradeable products, like herblore before it, to make it useful. This isn't impossible.

But that update comes in the form of invention. Instead of ironing out an old skill, they decided to make a new one that involves several skills as a sort of solution to fill the flaws in some of the other skills. Anyways if they do decide to give smithing some high level usability(eg. Make untradeable upgraded malevolent) then for the high leveled users all this update would mean to them is that they get a little more dps/tankability. Instead an elite skill gives the high leveled users something to do, and at the same time gives low-mid level users something to look forward to.
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^It is already dead right now, smithing is not profitable as there are tons of better things to do. It cannot be more dead by trying to make it live.

And how is this making it alive? (except for ironmen) Or is this only a rejuvenation for ironmen?

 

Lots of players want to make their own gear, even if they can buy it from G.E. especially new players. I remember being a newbie and walking around in full steel because that is what I could make, until I found out that I could buy armour (from NPC's) which was a lot better... it was a letdown for me that I would not be able to craft my own gear anymore, my (back then) favourite skill was a letdown. You can call this a personal wish, but I would like to think many players think like this about smithing. Maybe it doesn't make the skill alive, but at least it will make it logical again, it doesn't make sense for a skill to have a 90 level requirement for T50 armour.

 

This also opens up the possibility of enhancing the skill, which if done right can make the skill alive again.

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I would like to be credited as essiw at the website update & corrections forum. Thanks!

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Could let you either make or buy the armours, but smithing lets you masterwork it to +1 to 4 tiers above its tier. That was the goal of the smithing rework, besides crunching the tiers downwards.

6Ij0n.jpg

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

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Could let you either make or buy the armours, but smithing lets you masterwork it to +1 to 4 tiers above its tier. That was the goal of the smithing rework, besides crunching the tiers downwards.

It sounds ideal, but I'd think that it's be more a bit of a disappointment. It's pretty much a fact that one does not level skills that give little convenience. For example one usually trains woodcutting until one can cut a waka and then stops, leaving the rest for when one becomes a higher leveled player. The same is with agility, where one tends not to train it if there is no specific purpose in mind. With smithing, it is more useful when rune is smithable at Lv 50, and can add extra stats to it by having certain levels, however one is much more likely to prioritise the skills that one expects to be more useful or gives more convenience to oneself, eg prayer or herblore. Following this route, one is likely to get prayer/herb to the 90s and then boss/pvm to rack up some cash before one goes onto train smithing for the 'smaller tweaks' that give one a bit more tankiness or dps. That way, smithing has not changed much outside of giving f2p and ironmen a bit more to look forward to.
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Could let you either make or buy the armours, but smithing lets you masterwork it to +1 to 4 tiers above its tier. That was the goal of the smithing rework, besides crunching the tiers downwards.

It sounds ideal, but I'd think that it's be more a bit of a disappointment. It's pretty much a fact that one does not level skills that give little convenience. For example one usually trains woodcutting until one can cut a waka and then stops, leaving the rest for when one becomes a higher leveled player. The same is with agility, where one tends not to train it if there is no specific purpose in mind. With smithing, it is more useful when rune is smithable at Lv 50, and can add extra stats to it by having certain levels, however one is much more likely to prioritise the skills that one expects to be more useful or gives more convenience to oneself, eg prayer or herblore. Following this route, one is likely to get prayer/herb to the 90s and then boss/pvm to rack up some cash before one goes onto train smithing for the 'smaller tweaks' that give one a bit more tankiness or dps. That way, smithing has not changed much outside of giving f2p and ironmen a bit more to look forward to.

 

Well alongside the rework they'd also have to throw in some overloadesque upgrades at 90+ smithing if they want the rework to make smithing a more valuable skill.

6Ij0n.jpg

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

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Another option is to either make a new unique slot that only crafting/smithing can produce items for (untradable) like a belt for example or just make some stuff for the pocket slot. Works fine for divination.

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In the podcast with mod osborne he mentions that they are leaning towards now doing design document and more of a series of development blogs like in the past. I'm guessing this is because many of the components used in the skill could be gleaned from the concepts shown. This would cause an early market fluctuation, which would be unfair, because players would know which items would need to be broken down.



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In the podcast with mod osborne he mentions that they are leaning towards now doing design document and more of a series of development blogs like in the past. I'm guessing this is because many of the components used in the skill could be gleaned from the concepts shown. This would cause an early market fluctuation, which would be unfair, because players would know which items would need to be broken down.

That is good. For once, I want a major update released with next to no information provided.

 

Just imagine how good prif would be if all we were told would be "eif city, 8 clans, each clan 2 skills, high level hub, and max guild".. no other information. People'd be eating up the info as they find it, and would be looking for it, too!

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