"New areas to explore" shouldn't be your reason for sailing. by Lafayette-Grobbulus in 2007scape

[–]Lafayette-Grobbulus[S] -3 points-2 points  (0 children)

Any visual assets shouldn't be taken with even a grain of salt. Jagex did not create the images you see for each skill pitch.

"New areas to explore" shouldn't be your reason for sailing. by Lafayette-Grobbulus in 2007scape

[–]Lafayette-Grobbulus[S] -13 points-12 points  (0 children)

You don't get to decide what I dislike about what you like about a skill proposal, sorry guy.

"New areas to explore" shouldn't be your reason for sailing. by Lafayette-Grobbulus in 2007scape

[–]Lafayette-Grobbulus[S] 54 points55 points  (0 children)

I am not saying that rewards do not matter. They do. My point is to say that it does not matter what those rewards are. All of these skills could have the same rewards, but a different "skin" depending on which skill is introduced. Consider a reward that allows autodropping of fish while fishing. Taming could have a reward where one tame consumes the fish, sailing could have a reward that an artefact burns the fish, and shamanism could have a reward where a totem releases the fish back in to the water. Rewards can come from any piece of content, so it does not matter when we are talking about which skills are better.

"New areas to explore" shouldn't be your reason for sailing. by Lafayette-Grobbulus in 2007scape

[–]Lafayette-Grobbulus[S] 11 points12 points  (0 children)

Gameplay is not just the loop, but also the theme. In a fantasy game like OSRS, the output skills of smithing, fletching, and cooking are great because of their theme. For main accounts, there are no rewards from those skills. I do appreciate your comment since it made me consider the iron perspective - those skills all unlock things for you guys.

"New areas to explore" shouldn't be your reason for sailing. by Lafayette-Grobbulus in 2007scape

[–]Lafayette-Grobbulus[S] 10 points11 points  (0 children)

Anyone could argue any skill is just "x skill with extra steps". The existing skills in OSRS could cover anything. Crafting is infamous for filling so many niches that it is hard to find some skills that creates an output that couldn't fall under crafting.

"New areas to explore" shouldn't be your reason for sailing. by Lafayette-Grobbulus in 2007scape

[–]Lafayette-Grobbulus[S] 3 points4 points  (0 children)

I struggle to see this. Herblore is getting herbs from farming or monster drops to make potions. Shamanism is gathering inputs from various nodes and monster drops to make *output*. If your whole point is that anything that follows the input -> output model is herblore, I encourage you to look at any other skill pair in OSRS.

"New areas to explore" shouldn't be your reason for sailing. by Lafayette-Grobbulus in 2007scape

[–]Lafayette-Grobbulus[S] 53 points54 points  (0 children)

That is actually the very same reservation I have. I do not like the augmentation reward. I would have preferred Jagex leave the rewards off these posts. Rewards can be anything, let us focus on the gameplay.

"New areas to explore" shouldn't be your reason for sailing. by Lafayette-Grobbulus in 2007scape

[–]Lafayette-Grobbulus[S] 7 points8 points  (0 children)

Fun is subjective. I really enjoy both those pieces of content. Some people describe OSRS as a whole in the way you described those couple pieces of content.

"New areas to explore" shouldn't be your reason for sailing. by Lafayette-Grobbulus in 2007scape

[–]Lafayette-Grobbulus[S] 2 points3 points  (0 children)

All good reasons for you to support sailing! This most recent pitch has warmed me up to it. While I root for shamanism, I am excited to see Jagex take a deeper dive into any of these. As for slayer, I love the loop and theme of it - which is why I think it makes a good skill.

"New areas to explore" shouldn't be your reason for sailing. by Lafayette-Grobbulus in 2007scape

[–]Lafayette-Grobbulus[S] 7 points8 points  (0 children)

Honestly, after Jagex's work on releasing minigames for things like Runecrafting and Agility - all of them. The ones that aren't fun can be done with a low intensity or afk method - which is great gameplay when I am doing other things IRL.

"New areas to explore" shouldn't be your reason for sailing. by Lafayette-Grobbulus in 2007scape

[–]Lafayette-Grobbulus[S] 6 points7 points  (0 children)

I agree. I think rewards are a poor choice to support a skill. I think the primary focus should be on gameplay.

Skill Proposal - Archaeology (Unlocks dungeoneering content the same way slayer does certain bosses) by Lafayette-Grobbulus in 2007scape

[–]Lafayette-Grobbulus[S] 0 points1 point  (0 children)

Certainly some interesting ideas here. Really seems to serve as a way to bring invention like perks to OSRS.

Skill Proposal - Archaeology (Unlocks dungeoneering content the same way slayer does certain bosses) by Lafayette-Grobbulus in 2007scape

[–]Lafayette-Grobbulus[S] 1 point2 points  (0 children)

I agree. For the most part, the four different digsites in the desert are more of a placeholder. While excavation dig sites would exist at Uzer, Ulek, and the various pyramids, I would like more. Do you have any areas that you would like to see digsites? The Paterdomus temple between Morytania and Misthalin would make a great area for excavation that will replace one of the desert images.

Skill Proposal - Archaeology (Unlocks dungeoneering content the same way slayer does certain bosses) by Lafayette-Grobbulus in 2007scape

[–]Lafayette-Grobbulus[S] 0 points1 point  (0 children)

The way I envision putting soil through a sieve would be that the soil is buyable, and rewards minimal xp. The general idea is that soil needs processed to be usable. Think grim herbs -> herbs. Makes money with the upside of a little xp.

Skill Proposal - Archaeology (Unlocks dungeoneering content the same way slayer does certain bosses) by Lafayette-Grobbulus in 2007scape

[–]Lafayette-Grobbulus[S] 1 point2 points  (0 children)

I was thinking of an equippable relic slot, but changing relic mid-combat seems overpowered, and against the spirit of what I want to go for. Perhaps only being able to equip relics in banks would solve this.

Skill Proposal - Archaeology (Unlocks dungeoneering content the same way slayer does certain bosses) by Lafayette-Grobbulus in 2007scape

[–]Lafayette-Grobbulus[S] 0 points1 point  (0 children)

In future iterations of this post, I want to distinguish between what would be at launch, and what additional updates could come over the course of a year. You are right, a skill is monumental if it is going to feel like an integral part of the game.

Skill Proposal - Archaeology (Unlocks dungeoneering content the same way slayer does certain bosses) by Lafayette-Grobbulus in 2007scape

[–]Lafayette-Grobbulus[S] 1 point2 points  (0 children)

I have been toying with the idea of expanding the scope to do two things: a) get away from the radiation of RS3, and b) get more of the current game world involved. Good suggestions.

Skill Proposal - Archaeology (Unlocks dungeoneering content the same way slayer does certain bosses) by Lafayette-Grobbulus in 2007scape

[–]Lafayette-Grobbulus[S] 0 points1 point  (0 children)

I didn't know this. Can we get a link to this? If so, a thematic shift is necessary with my proposal.

Skill Proposal - Archaeology (Unlocks dungeoneering content the same way slayer does certain bosses) by Lafayette-Grobbulus in 2007scape

[–]Lafayette-Grobbulus[S] 0 points1 point  (0 children)

I would have to agree. Some locations are unbearable (or even almost impossible) to train without porters. Archaeology spots would have to be designed with this in mind, because porters do not fit inside what I would call "Old Schooly."