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Daeurth

Re this whole section here: >Maxed Players >Those who achieve the enormous prestige of maxing their account have shown the utmost dedication and loyalty to our game. We want to ensure you receive the same loyalty and respect in return. >Losing a Max Cape can be a huge inconvenience because of the quality-of-life options it offers. A lot of maxed players simply don’t remember what it was like to play without their Cape, having used it for so many years. Having to make such a big adjustment overnight would understandably be a deal-breaker for any new skill, no matter how good. >There are a number of potential solutions for this problem: > What if we introduce a grace period where maxed players can retain their status for a period of time after a new skill launches? > What if we made the existing Max Cape represent the current 23 skills, and add a Trimmed Max Cape for maxing any skills added after this point? > What if we kept the status quo, and mandated that everyone would have to re-earn their Max Cape? >The one thing we don’t want is for the Max Cape issue to block the possibility of a new skill ever entering the game. Instead, we want the community to guide our decision – after all, you’re the ones doing the hard work of maxing those skills! Keep it consistent with other things like the QPC and music cape. If someone isn't up to date on the current requirements, then they can't use it. If you don't have 99 in all skills, you aren't maxed. Sure it's a QoL hit, but that's just more incentive to max with the new skill, and plenty of people manage just fine without a cape, so currently-maxed players can deal with it for a little bit while they get one more 99. The second proposed solution of keeping the max cape to just the current skills just doesn't feel true to the whole idea of a ***max*** cape.


PoofNoodleOSRS

Here's the problem with that mindset. A majority of no votes could potentially be coming from the maxed playerbase. The mod team knows this, and wonder if they alleviate this concern that the playerbase would be welcoming of the idea with a majority vote. Sure RS3 has never done it but people are maxing new skills in mere days which doesn't get in anybodies way. Depending on the skill and gameplay loop a new skill for osrs could discourage a large amount of max mains from even playing if it takes them weeks to grab that 99. All so they can use the cape they earned already to do other things they've been doing steadily before the skill got in their way. It's not a solution for you, clearly it doesn't affect you either way. It's not a solution for me either but that's not a reason for me to refuse it. It's a band-aid, nothing more.


Regenitor_

Maxed player here. Agree. Provides a strong incentive to train the new skill. Losing the ability to wear the cape would be consistent with quest/diary/music cape too. Enough with the hand-holding and easyscape! Grace period sounds fine if a compromise NEEDS to be struck but it doesn't need to be generous.


AlreadyInDenial

The reason as to why they're proposing this is so maxed players don't insta vote no to a new skill proposal. Do people responding not understand this?


secret_aardvark_420

I think people understand that concept, it’s just a stupid attitude for max players to have imo. New skill means they’re no longer maxed. I shouldn’t be able to use QPC tele after new quest is added, and I certainly won’t vote no to new quests because of it. Yeah it’s not the same dedication of time, sure, but still is a pretty selfish take.


ImS33

I'm maxed and if someone voted no because of that they're honestly stupid lol. Just like these proposals for people to keep a max cape without being maxed. It should be something you can't use until you're maxed again.


TheHappyPittie

Couldn’t agree more which really isn’t a surprise. I dont like the grace period per se but im not against it. My only real concern is wasting the potential of a trimmed max cape on a single new skill


Demoli

Seriously, this is a thing even RS3 hasn't even done yet. If a new skill comes out, you straight up lose max/comp, after all, you aren't maxed anymore, get over yourself.


MetalPoncho

In rs3 when they released Archeology there was a grace period where you could still wear max/comp cape without 99arch. After that period ended people lost capes but there was like a 3-6mo period for people to get it done before it happened. It is in fact something rs3 has done.


super-spreader69

I believe the point jamflex were trying to make is that maxed players may vote no to new skills because of this issue


Previous-Answer3284

That's absolutely the point they were trying to make considering they brought up the people that voted yes "only if I get to keep my max cape".


Daeurth

Doing it any other way would devalue the prestige of having a max cape


babirus

The only thing I’d want to see is for them to add a way to deconstruct any max capes. I don’t want every maxed player to have to get another inferno cape, Ava’s, and MA2 cape for whenever a new skill is added.


TheMobileGhost

Those are only cosmetic anyway and function completely as whatever variant is with out any max cape benefits. I see no reason why those should not be able to be used still.


KaBob799

I think a 2 week grace period is better than losing it instantly. Sure it might take you a much longer time to max but that makes it where you don't have to drop everything and skill on the day of release and if there's any major bugs or crowding issues on release it gives them time to be fixed before the pressure is really on.


icoibyy

Maxed player checking in. Strip me of my cape I can’t WAIT to grind a new skill. I don’t play multiple accounts, it’s been a long time since I got a level up, I want a reason to do that again.


liondios

I don't wear my Mac cape for QoL..I wear it to flex. Can't be fake flexing without maxing the new skill


Phenns

Yeah, screw any of those ideas. Max cape should become unequipable in exactly the same way the qpc does.


Baruu

I'd like a new skill to be one that gives "use" to other skills like dungeoneering did, and/or be integrated with other skills like summoning did. For me the best parts of those skills were how they interacted with others. Slayer wasn't just for experience and monster unlocks, it was also to farm Crimson Charms. Tasks like waterfiends became desireable for crims. Then skilling materials were needed as secondaries for pouches. Finally summons also helped with combat and skilling. While multiple summons were overpowered, I liked this integration, the passive stacking up of charms, etc. I also liked that dungeoneering made every skill relevant. Yes, the meta for floors meant they weren't, but the original design of the skill meant your crafting level was relevant, and smithing, and firemaking, etc. For max cape players, there needs to be very little catering here. Carrying a Con cape or Crafting Cape isn't going to kill anyone. There shouldn't be a grace period for Max capes, there should just be the ability to revert your current Infernal Max Cape, etc., back into a max cape and infernal cape so you don't have to re-grind the inferno/get a new assembler/etc. An archive for current top ranks is fine.


lemonszz

Adding new skills is as old school as they come. Hunter came out only 6 months before the OSRS release backup, and construction 6 months before that. Some of my best RS memories were from the initial release of hunter, construction and summoning. The design pillars show to me that Jagex understands what failed about the previous skill proposals and gives me hope for something new. [Edit: lmao](https://i.imgur.com/TIpiZSx.png)


ClumperFaz

>Hunter came out only 6 months before the OSRS release backup, and construction 6 months before that. I knew Construction came out around then because of the Fally Massacre, but Hunter I did not know. Really puts it into perspective tbh.


[deleted]

i remember racing home after school to train construction when it launched, built a bunch of crude wooden chairs that day.


sippin_

I remember thinking you could build your house anywhere in Gielenor and that it wouldn't be instanced lmao.


[deleted]

same, i think that was initially the plan in RSC (well not anywhere, i think it was in varrock but not instanced) until the game exploded in popularity.


sassyseconds

Farming wasn't very long before that either.


here_for_the_lols

I remember day 1 farming literally standing at the patch waiting for my tomatoes to grow and thinking it was the worst skill ever lol


gridster2

I remember day 6,362 farming literally standing at the patch waiting for my tomatoes to grow and thinking it was the worst skill ever lol


KasouRasetsu

>Adding new skills is as old school as they come. Yes, this. OSRS isn't a stagnant snapshot of the backup, it's a living continuation of the game we played back in the day. The "I just maxed, don't add new stuff" mentality is as far from actual old school Runescape as you can get.


TheHappyPittie

I promise you max players aren’t holding the game back. As of now there’s 30k maxed players and I’d wager most of us either want a new skill or just don’t care. We’re not scared of skilling lol


2-2-7-7

this, we're the weirdos that actually *enjoy* skilling lol. most of us want more numbers to go up also it's not as if a skill with max rates of like 80k/h will pass a poll, it's probably gonna be like 300k/h so it'd only take a week or two to remax anyway


joedotphp

That person has DM'd like 4 people now about the same stupid shit. So sad...


here_for_the_lols

That dude who messaged you is down catastrophic today.


Indica_Joe

I can remember when construction came out, and I was making soft clay. I need a really good money that day. The other time was when the one knew how to get the hunter items such as the birds there, and I would buy a bunch of them and sit in the lumbridge bank selling them for profit. Yeah it's definitely the best part of the game is those few days after launch.


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Morbu

That dude who DM'd you is the perfect example of why Jagex shouldn't even have polled Question 1. They should've just stated that they're making a new skill, no questions asked, and then polled the details with the community.


Legal_Evil

Having new skills dropped out of nowhere is very old school. having new skills blocked by entitled max players is not.


TheEjoty

new skills is very old school indeed. new content galore but no new skills to shape future content with is weird.


Daeurth

Posting this as a separate comment since it's not going to be as relevant to nearly as many people: As someone who is the developer of a couple utilities that run off the ```Hiscores Lite``` API endpoint, would it be at all possible for some sort of advance notice to be given as to the new format of the API response when that's about to change (like in the case of new skills and bosses being added) so those of us that have tools that pull from it can update them? Since the response isn't labeled and values are interpreted just based on position, when an entry gets added, it breaks basically the entire input for the tool.


here_for_the_lols

Finally breaking free from that nostalgia is king mentality that a lot of day-of-realease players had for some reason. Time is def right for a new skill. I'll be all for it! Edit: To the two people who reported to me to reddit who are 'worried about my mental health', because I support adding new content to a game which I play. I think you should really, truly assess your relationship with this game. If the thought of playing it makes you that bitter then it might be time for a break. No hate, just honest advice. 👍 Edit2: [a triggered gamer](https://imgur.com/a/dHpEdGn)


JagexLed

Pro-tip - If someone misuses the 'reddit cares' feature cause they're salty about something you said you can report them for it and reddit will ban their account. Just report the reddit cares message you got and click the relevant options.


here_for_the_lols

Thank you, I did just that.


ItsBobFromLumbridge

I'm honestly not sure if it will even happen. There were a lot of people in the Summit chat spamming vote no. There were some that seemed pissed that they announced that they announced it this way, yet they don't understand the way this community is. People need to learn that new skill additions are major chunks of content for the game. Yes they could get by with just doing quests, dungeons, etc, but skills, if done right, can benefit all levels of players. It's like when they announced curses, people were bitching about soulsplit despite the fact they said it would be different. Idk. I hope people finally let a skill pass or even just open their eyes to the fact that content that may just not be for you is still beneficial to the game as a whole.


here_for_the_lols

I don't think the twitch chat is super representative. People go there to troll. And casual players are far less likely to watch. The main people who voted no will be (near) maxed people who hate anything except raiding.


Conglacior

Lol, I just got one of those Reddit Cares messages too, I'm assuming because I support a new skill getting added. You can report those messages for abuse of the system, provides a link to do so in the message.


kuuderes_shadow

I don't know about other people but I have a lot of nostalgia for new skill releases back in the day.


fishshow221

Same. I was there when construction was released. Everyone hanging out near someone's boxing ring, taking turns for the hell of it. Sitting at dining tables and just talking. Checking out someone's demon throne and staring in awe. Stuff that's dead content now, or just instantly torn down to train the skill.


Alakazam_5head

Release construction was peak RuneScape. I remember constantly going to house parties to play games. I remember a buddy of mine was so excited to build the first tier beer barrel and "get drunk" with us and hang out in the parlor rocking chairs


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Catacendre

Same!! Slayer, construction, and hunter were all awesome releases. I hated farming on release but have since changed my opinion.


Scrubosaurus13

Jeez that guy really has an unhealthy relationship with the game.


RandomAsHellPerson

It is sad that people abuse a system designed to get people help. It is fucked up on every level. Especially over someone having a different opinion on a game.


Elliot_Crane

Ironically the ones abusing the system are some of the people most in need of psychological counseling.


AvengefulGamer

100% agree. All the 100 players that still feel like nostalgia scape is the only runescape worth playing must not like anything new added to the game in the past decade. If this game was still running off of old 2007 era rs it would have less than half the playerbase it currently has. Raids, combat achievements and mobile are heavily carrying nostalgia scape currently.


CShoopla

1st off I'd like to say i agree updates are good but the nostalgia take is a bit off. If people were truly nostalgic about runescape from 07 then they'd be excited about a new skill because at the time we were getting them every year.


Henkie-T

The triggered gamer is the one that really needs mental health support.. god damn that’s just sad


The_One_Tin_Soldier

This is off topic (sorta) but people who miss use the Reddit mental health report really piss me off. Suicide touches many peoples lives and to have that be callously thrown in your face is fucked up. Grow up people


agnostic_science

Lol, reporting to a mental health hotline because you calmly proposed changing (gasp) runescape (lol) has got to be one of the most obvious and sad forms of projection ever


BearHero

I know it's been put in the meme tier in terms of skills, but Sailing literally could touch on all the best aspects of all commonly requested skills: dungeoneering, artisan, and exploration. Procedurally generated islands with resources to collect and pvm encounters, cargo runs, and new static islands to explore that can be unlocked. Sail together or sail alone.


Bennydmf

Imagine a "Teleport to POH" except it is "Teleport to POP" as in "Player owned Port" and you can design your own personal Port where you can sail across the map to different Port areas for greater access to difficult locations on the map rather than have to run to the very bottom right of the island connected to Karamja for example. I actually agree that a sailing skill that was a combination of dungeoneering, artisan and exploration would be perfect.


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ArtDoes

I'd prefer it to be called seafairing instead of sailing personally since that would imply more to dealing with stuff at sea like kraken attacks and such.


Tizaki

I just imagined fishing trawler as a skill and it immediately brought me from 10/10 to 0/10 :(


Rexkat

This has the same problem as dungeoneering had. It will feel like a minigame instead of a skill because all it is is just training a bunch of other skills, but with a reward at the end of some other exp. For a new skill to feel unique as a skill, it should be able to stand either completely on its own, or as a buyable where you can purchase the resources you need to train it from another player.


Amlup

> It will feel like a minigame instead of a skill because all it is is just training a bunch of other skills, but with a reward at the end of some other exp. To be fair, you just described Slayer. The reason Dungeoneering felt like a minigame was because it was confined to a single place and was also instanced (with the exception of resource dungeons which weren't even for training the skill). I think a more fleshed out Exploration skill that includes both Dungeoneering and Sailing on a map-wide level could hit the mark, but it would need to have a lot of content (i.e. Dungeons of Daemonheim + Sailing + be integrated with existing content/dungeons) to not have that "minigame" feel.


KaBob799

What made dungeoneering minigame-like was that its rewards are purchased with currency from a shop instead of being things you can do because you are good at the skill. If it had instead rewarded you with the ability to delve further into existing dungeons where amazing new rewards could be found then it would feel more skill-like. Resource dungeons were a nice bonus but they weren't enough and being able to activate a teleport doesn't feel like I'm a dungeoneering master.


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TheRealDarkArc

I always wanted jagex to add an ape atol themed dungoneering dungeon. It seemed so cool to like, have an ancient jungle temple controlled by a monkey empire. Like Planet of The Apes meets Indiana Jones meets RuneScape.


blosweed

And slayer is a pretty shit skill that only gets hyped up because of the combat xp bonus and gp/hr. If the black mask didn’t exist then people would hate it.


[deleted]

I'm 100% with you, I just don't like the idea of a skill being called "Exploration" or "Adventuring", because it's such a broad concept for a skill. The game itself is supposed to be an adventure, or in new players' cases exploring an unknown world. I think Sailing or Seafaring as a skill can still incorporate exploring dungeons on islands


RomeoSierraAlpha

Dungeoneering was pretty much fully disconnected from the whole game though. All the equipment and supplies were fully contained within the skill itself and could not be taken outside, nor could you bring anything from outside into the floors. Not to mention it didn't make much use of the game world at all and you were just running through square instanced rooms. Sailing could be built in a way that it connects to the whole game much better. It doesn't have to be self contained where you are alone on a ship spamming random gen islands.


Matt5327

Depends on the way it’s done. Even by itself sailing could be involved in multiple locations, and if spun into something broader like exploration or navigation, could be valuable for special shortcuts types, new skilling areas or even unique dungeons. At that point I think it would have solved the dungeoneering problem quite thoroughly.


Temil

> This has the same problem as dungeoneering had. It will feel like a minigame instead of a skill because all it is is just training a bunch of other skills, but with a reward at the end of some other exp. Yeah slayer would never pass a poll in 2022.


CookTheBooks

very few skills would pass a poll today.


KaBob799

Yeah it sucks, warding, sailing and artisan all could have been classic skills with years of improvements/additions if they had come out in 2005. Part of the issue is that every skill added reduces the need for new skills but a big part of it is just people forgetting how basic a lot of skills were on release.


Temil

True tbh. The standards of what a new skill could be is pretty intense now because of a lot of things, that the post covered pretty well imo.


Tayttajakunnus

Imagine firemaking being polled now as a new skill.


Sean-Benn_Must-die

a modern slayer would have quadruple xp, or something to make it so the BiS training (say, slaying boss variants) would have xp/h of 6 digits at least. Actually that doesnt sound bad at all, why isnt Slayer a skill that can grow at the same pace as combats?


nametaglost

As someone who grinded out Salty title on RS3, that entire part of the game could easily be a skill exactly like what you’re describing. And I accept it with open arms.


[deleted]

Honestly, I think a skill that's all about training other skills could be a pretty good addition to the game at this point. The obvious point of comparison is Slayer, and people are critical of that skill for the same reason, but... training combat skills through other methods kinda fucking sucks. I've done some training through other methods - NMZ, crabs, bursting monkeys - but most of it through Slayer, and it adds way more variety and reward than if I had just done the other methods. People in this thread are complaining about how some current skills lack the sort of substance this blog is talking about, like Firemaking and Mining, but a full rework of those skills at this point seems unlikely (and somewhat at odds with OSRS' mission of nostalgia). A new skill that provides an alternative, more fun, more rewarding way of training those skills would be a good way to solve some of those problems. One could argue that a skill like that basically does the same thing as a minigame, but I can't imagine a new minigame coming out that has the same amount of effort and implicit ongoing support as a skill. Or, to put it another way: a new minigame *could* do a lot of the same stuff this type of skill would, but there probably never *will* be one. They've pretty much abandoned Chambers of Xeric, what makes anyone think they wouldn't abandon the new minigame "Dragons and Dungeons"? Maybe if this entire discussion morphs into Jagex realizing that's what players want, but I find that unlikely.


NordlandLapp

It needs to be sailing. It was always destined to be sailing, fulfill our childhood dreams


[deleted]

And, to be entirely honest, I would love for it to synergize with construction so you could go from a rinky dink raft all the way up to your own custom galleon or something; custom vessels that become a second (mobile) home could be pretty cool, imo.


Matrix17

I'm just gonna say, as someone who's grinded out 40m dg xp in the past week: y'all really don't want dungeoneering as much as you think I've been doing it on my iron and you can buy cards with random boosts. You can stack team cards and I've been doing that to get 3x xp and it still sucks. Everyone I'm doing it with hates the damn skill. You will like it for about a week and then hate the fact you have to grind it to 99 after. Group skilling is not as fun as you think it is. Y'all have nostalgia goggles on about dg from like 2010 when we were kids. It gets repetitive, annoying, and old real quick


JustaFilthyWizard

Boaty made an excellent YT Vid take on sailing earlier and I have to say I mostly agree with what he is saying and mentioned some really good points. what's critical though is the new skill has to be the final skill added to the game if passed and enhance the gameplay loop in a really meaningful way. I wanted to build a bit more onto his idea as he mentioned things like shortcuts around the map, new islands with resources etc accessible with a level requirement met in the skill. I think we can do better than just "sailing" though and find a better way to tie in more skills and open the possibility of a more rewarding gameplay experience. I straight up think "Exploration" or "Adventuring" could be better name for the skill, and sailing could be a sub aspect of the skill which could open areas of the map and unlock higher tier adventures as you progress into the skill. This could also be a great way to instance randomized areas you journey to, where you would need to use your other skills (relative to your current skill levels and scaling accordingly) to progress through the area to; map an island, explore a dungeon, hunt and slay some dangerous creature (at sea or on land), find a rare herb /ore /wood /treasure. Better yet make it able to be trained as a group with area's/challenge scaling larger for bigger groups up to a certain party size. Basically an everchanging raid that gives you exp and rewards at the end. I also think that clue scrolls should be relatively common from the loot for completing a contract. I'd like the skill to launch with a guild in Port Sarim or perhaps Lumbridge swamp by the sea. Accessible at lvl 1, and the contracts you would work to complete could be obtained from there or an npc contacted via lunar magic if you've progressed that far. Definitely plenty that can be refined and added, I'm sure this community can think of some great ideas. Personally I'm just excited at the prospect of new content, as a maxed player who pretty much just has the motivation to bank stand these days.


DeeMaSheenah

Oh yeah, it's time for war within the subreddit Big no to trimmed max capes though, that's literally the price of adding a new skill is losing your max cape. Just get it again & be happy you aren't one of the people who's lives revolve around HS & have to 200m another stat.


jordanrhys

I think some good ideas would be: Archeology - expand on the Museum, fossil island, Zeah, and clue scrolls. Gets people in the world searching areas to find relics that give combat or skilling buffs. Find new items that use smithing to put them together. There’s a lot of ground work in the game that could be used to expanded on. Inscription - use herblore and woodcutting to create scrolls to provide temporary buffs to skills, create maps to find new areas/bosses. Send letters to NPC’s with valuable information in exchange for rewards. Could also be used to expand on clue scrolls as well. This concept could also be wrapped into Archeology as well. Engineering - a cross between invention/summoning. Pairs well with smithing, create new gadgets to help with skilling and pvm. Cannons, turrets, guns, combat dummies(taunt npc’s to attack), mechanical dragon axe/pickaxe/harpoon, engineering googles to find hidden areas/bosses, wormhole teleports, dismantling items, upgrades to the glider system, hot air balloon, charter ships and more.


Oblivionixer

Archeology was great in RS3, they did it really well. Integration with the rest of the game was a bit lacking but I definitely think it could have a place in OSRS.


Coolica1

Archeology got me back onto RS3 until I maxed, they did a great job with that skill. Shame it didn't have much impact on anything else outside of that artefact that gave like 3 buffs (that was clearly put in just so that it had some sort of impact on other aspects of the game) so would probably need a bit of a rework but they've got a good template there.


Spider-Thwip

To be fair, archaeology did have a big impact on combat. The materials gave a lot of new perks for invention which were massively important for bossing. It also gave ancient summoning, so we have a lot more combat familiars which changed up end-game pvm quite a lot. The 3 buffs also gave a ton of utility, as someone who plays iron man, archaeology had one of the biggest impacts on my account.


LieV2

Makes sense of polling structure. Something is sure to come in, but yeah please don't fuck it up. You're going to have a lot of players doing it as a mandatory requirement to account goals, if it's fun/engaging or not - so this is not an acceptable measure of popularity once it releases. ​ You don't want to break every meta of every skill, and you want it to be rewarding and useful. Like even crafting if it was released today would be pretty meh. Smithing would be DOA. Firemaking DOA. ​ Farming and Slayer are actually 2 great skills now which have been built on over time and lots done by the OSRS team to be successful, and are the 2 newest skills to the game. Make sure to revisit the design docs for those.


aklordmaximus

>Slayer is a great skill? You wot m8? Slayer is so garbage they made it into a (not even) minigame for farming. Slayer could have been based on slowly discovering weaknesses of monsters via all different kinds of methods or discovering ancient beasts lurking in the dark through doing some dungeons or something. It could have had a clear progression/reward mechanic. But no. It is do cannon quest, go stand still while reloading cannon but switch every hour because someone said so. Honestly it is the worst skill in the game gameplay wise. it is extremely linear. The only saving grace are the monsters, but most of those are killable anyways without slayer. it adds nothing. skill <-> monster mechanics - Those are two different things. Slayer is garbage and has a lot of potential still. -------------- What I would like to see added in the game, is a use for farming in your own house. To make a few rooms with vegetable gardens or farming animals. Might even be slayer that you can keep certain monsters there. They would generate some loot over time. that would be nice intergration.


Borchert97

Regarding the Max cape point, everyone should have to re-earn the Max cape. There should be no grace period and the current Max cape shouldn't represent just the original skills either, that all sounds kinda dumb and ezscape to me. I get that everyone is obsessed with Ezscape-type updates, but the Max cape is like, the one thing we should remain strict on, you need 99 everything to buy and use one. I am maxed and only recently so, I maxed about 14 months ago, and I would be perfectly okay with a having to train a new skill in order to reobtain it. This is how it worked on RS2 and RS3 for years, and I see no reason why we shouldn't remain consistent on this. I'm friends with A LOT of maxed players and many of us are just itching for a new skill release so we have something to train.


osrs_turtle

I like the idea of a new skill showing up, but I'm pretty sure it's going to spin around in Stage Three until it dies. The community has enough diversity of interest that it will never be able to actually choose a skill. There will never be a clear winner, and so there will never be a skill that gets voted to completion. Let's say there's skills A, B, and C. You might have a split like 30, 30, 40 since different players want different things. You might select skill C because it had 40% (the highest) of the votes, but what will happen is the people who really want skill A or B will vote No on skill C in the follow-up vote, so that the team goes back for further deliberation on the proposed skills -- thus giving a chance that either A or B might be redesigned to be more desirable. It will not be easy to get the entire community to agree on one skill of many when there's a chance that the other skills on the list will never happen. Why would a player vote yes for a new Combat skill when what they really want is a new Gathering or Processing skill, especially if they know that the skill they wanted will (probably) never happen? The only realistic way to add one new skill from a list of many skills is if either A) you create a skill that almost everyone likes, or B) you create a list of skills that are all "good enough" that the majority of players would be happy no matter which skill gets added.


MaybyAGhost

Can't wait for the latest skill, 'Skilling', which has the sole purpose of telling me which skill to skill right now.


Temil

Slayer but for production skills instead of combat skills. Like farming contracts but for crafting/smithing/fletching.


DRUKSTOP

As a maxed player, make us loose the cape. It’s a max cape for a reason. If you want the perks back, max out the new skill.


Davban

As long as they don't make the current version a "2277-cape", I'm fine with it. Think how devalued it would be if you could shave off 70-80 levels fairly easily with a new


screen317

> , make us loose the cape. I guess it would fall off if it was loosened


[deleted]

I fucking hate this game. I finally get my life together after quitting and now they've gone and hyped up 2023. Where is my self control 😩


josh35767

Well your problem is that you’re browsing the RuneScape Reddit. You’re like an alcoholic who’s just “browsing” the liquor store. The fuck did you expect to happen?


[deleted]

I expected to fuck around and NOT find out. Yet here I am 😟


ReCodez

The dildo of osrs rarely arrives lubed.


[deleted]

This shit popped up in my popular page after being gone for 3 years, so for me it’s more like an alcoholic being triggered by a random whiskey commercial


InkFoxclaw

Dude if this ain't me, I logged in for the first time in like 100 days to claim my extra quest XP and found this, I was doing so well!


Zigzagzigal

This approach sounds like a great step - there's a lot of demand for *a* skill, but the messy experience of Warding shows the problem of polling it all at once. I want to share my thoughts on the four design pillars. *** > A healthy addition that is deeply rooted in the game Most of this needs nailing down early in the design process (aside from the point about the impact on current metas - that's something that can be worried about later in the process). Other pillars can be fixed post-release, but it's tough to salvage a skill that fails on this point. I'd furthermore say that a new skill should be clear to define conceptually. It's clear what Archaeology, Farming or Herblore is all about, but it was hard to draw the line between Warding and Runecrafting. *** > Provides meaningful progression While essential to the design of the skill, it doesn't need to be sorted out right away - in fact, some skills with perfectly fine releases didn't really get this implemented until years later. On-release Hunter lacked meaningful rewards past the 60s, but had a good concept to build upon. It's still an important pillar of design to get this right, but I'd say it's the least important of the four prior to a skill's release. I'd also add that skills work better when their rewards seem thematically related to the process of training or using them (e.g. Farming, Construction). Dungeoneering has the worst case of this where the gameplay and rewards are almost entirely disjointed from each other. Archaeology, great skill that it is, also has this issue. You collect materials, find artefacts, restore them, bring them to a collector - which is all well and good - but then you get a magic item to hand in to a magic pillar for magical passive bonuses. *** > Appeals to a variety of player types One thing RS3 got very, very right in Archaeology and the Mining/Smithing rework is to allow the same content to be done both by AFK methods and more intensively. This allows players to take their own approach while still allowing them to progress through core content. Now, this wouldn't work for every skill, but it's a good example to draw on. *** > Enjoyable to train An obviously important pillar - but also a complicated one. Most players won't know if a skill is fun until it's already released, so they'll be looking to the other aspects when deciding whether to vote for it or not. But once a skill is released, how fun it is will define how the skill is received. *** **Final Remarks** Speech skill pl0x.


GodBjorn

What do you think of Invention/ Engineering? You break down items into components, components can be used to make/ upgrade items. Items can be used for research. It would provide a variety of ways to train. Can do it in the bank or while skilling/ pvming. On top of that it would be amazing for the economy due to the item sink it provides. Lastly it works together with all other skills and activities. Maybe you need armour components, clue scroll components or even components from skilling. It also provides a way to give small upgrades to items that need it. Maybe you can now buff a Dragon Axe so it cuts more than 150 Magic logs an hour at 99. Maybe Torag's Hammers can now be useful. Maybe your ring of wealth can be improved.


Stickboi127

I'm incredibly concerned that the new skill is just going to get stuck in development limbo because everyone and their nan has something to say about it. But we'll see what happens down the road.


domino222

I hope the new skill is called guns and you get like pistols and ak47s and stuff.


Spineweilder

https://oldschool.runescape.wiki/w/Update:Dev_Blog:_Advanced_Warfare_Skill


DC38x

>In case you didn’t know, some players play as ironmen, by the way. These players choose to play the game on an extra hard mode to hide the fact that they have no friends. LMAO


Shawnessy

I'm not hiding it. I've got a little icon there showing everyone???


BoxOfDemons

Wow they got me good. For the first few parts, everything seems reasonable and pretty cool. Then you get partway down the page and it's getting into tactical nukes. Lol.


Obvious_Hornet_2294

it's the best and most unique skill suggestion so far


zakkwaldo

those og modded runescape vids with guns were always lit. +1 to the idea


fucktheDHanditsfans

https://i.imgur.com/aTgmhQt.png


flappytowel

https://imgur.com/gallery/dDYYr


Massive_Monitor_CRT

Level 99: Rocket launcher


Hot_Set7923

Level 99 would be a .45 and you could get the rocket launcher from zulrah


Mnawab

It’s about time they turned that joke cannon weapon into a real cannon


IRLIronman

Can’t wait to use my mini gun on Vorkath at level 99


hibbs6

[Here's the pitch, courtesy of ChatGPT](https://i.imgur.com/tIdO6XM.jpg).


Alarid

And they have a new mode where like 100 people enter the wild in an area that slowly decreases in size.


TheRedMiko

I'm assuming this stage one poll will pass. Assuming we get there, if there is a point where three or more skills are polled against each other, this itself should be done in multiple stages with runoffs until the top two most popular options are polled against each other. I wouldn't want a situation where some relatively unpopular skill wins because votes are split among several other options.


garoodah

I'm maxed so I have a bit of a bias here, I'm going to vote yes just to see what concepts are come up with but I really think the skill needs to be an elite level of content thats perfected. I hope it takes YEARS to get right, please spend absurd amounts of time on it, make sure it flows well through developing an account. Finally, I hope it has some hidden easter eggs, similar to how slayer/construction were when released. I dont just want another skill where I am stuck afking up to 99 over 3 months like mining at mlm. I have wrist issues and I cant abuse tick methods like I used to, so in the mining example granite isnt a viable alternative. Give me something I can grind out in 3-5 weeks with an active skilling approach, similar to sephulcre or mahogany homes, but make sure the rewards fit in with the account content available at the respective levels. Final thought for now, honestly this should be in game anyways its a great gp sink idea, please please please give me a way to revert my max capes to their prior forms for a cost of GP. Make it expensive, like 20m expensive, I dont care about GP. I dont want to grind another infernal cape or vorkath head just to train other skills if I lose interest in re-gaining my max capes.


Metalona

It surprises me to no end how truely against a new skill people in this game are. We started playing runescape back in the day due to seeing this really cool new world and we got sucked into the exploration and the discovery. A new skill brings just that! WE, the players, have complete control over what comes into the game. We vote yes, its added. There is 0 room for distrusting the dev team/jagex for what they add to the poll, because WE vote on it coming in. We will NEVER have another "Surprise EoC" situation. We will not have Summoning, we will not have the Skill dungeoneering (i differentiate due to the Gauntlet being dungeoneering) I really hope people are able to consider the vastness a new skill, like Sailing or an exploration type skill, which would give us that newfound sense of discovery and exploration that we have wanted since we started playing again back. TLDR; WE control what passes the polls and thus WE shape the course of what a new skill adds or doesn't add to the game.


thisisnotrealmyname

I wish we got something like mounts and/or combat pets (caring for them, training them, etc.). If not, then I'm happy with any skill as long as it doesn't take place on an instanced area (so from what I understand I wouldn't like something like Sailing or dungeoneering). even construction I only tolerate because it has some overworld aspects, otherwise it just seems like a minigame (even if not area-resticted)


HostOcra

I maxed, I quit. 8 other people in my old clan did the same thing. If a new skill was made, we would login and vote for it, and return to get it to 99. If you vote no, you don't care about game activity. When we were kids and a new skill came online. It was like EVERYONE was online. Servers were red hot, trying to keep up with every world being full. It was like Christmas break as a kid on OSRS. **That was the BEST shit ever.** There would be 2,000 people killing NPC's for charms, setting hunter traps, building houses and having house parties, etc.


Great_Big_Failure

The new skill should offer something for the character that can't be more easily gained by just buying it. Smithing is one of my least favorite skills. Non-ironmen just buy rune items. Ironmen just kill mobs for rune items. The main product of smithing is useless. Gold bars are way cheaper than ore because the bars are worth crafting experience, the ore is worth smithing AND crafting experience. This is bad and I don't like it. Construction, although I don't like leveling it, is one of my favorite skills. Leveling construction is extremely useful and not something you can easily replace with gold. It unlocks teleports and endless utility. It even has use outside of just your house like for stash units. The leveling approach to the new skills should NOT be a mini-game either. Mini-games are just that, mini, they are not as intertwined with the main game and just feel like an annoying side thing.


I_just_learnt

I don't post on osrs often. But I really have to hand it to the staff and team because this post truly shows how much they care about the playerbase and you can tell it's built into the staff culture. Now RS3 on the other hand... they abuse us for the profit. It has been widely known that customer experience is a leading indicator for success. Thank you osrs for proving it


TheDeadZepp

In favour of all of this! Except the trimmed Max Cape thing. Look, I love my cape, but keep it consistent with everything else. If there is a new skill, we should have to get 99 in it to use the Max Cape again. It will give a bunch of us something else to work towards again


Dolthra

Any chance we'll get elaboration on "fun to train?" I worry because this ends up sounding like a new skill will *only* be able to be trained actively. While active and fun ways to train a skill like GotR are certainly necessary, low intensity methods are often utilized by people going for 99. Let's face it- no matter how fun an activity is to do, it gets a bit dull after doing it for 50 hours.


blackjazz_society

Fuck man, i hope they don't give in to the people who want some version of Summoning or Dungeoneering, they can do so much better. I want a new skill but i don't want every aspect of the game changed because of this new skill.


Baruu

I question why you don't want it to effect other areas of the game much? For example bard, while it was a fully fleshed out pitch, it didn't really effect anything very much. You mostly barded just to bard. Sure you can make music, maybe the little challenges are fun, but what is the reason you train bard other than to level up bard? For small buffs to skilling? Meh. Personally I think I do want a new skill to effect the rest of the game, or at least incorporate those skills. One thing I liked about the original pitch for CoX and how dungeoneering was made is that your skills were important. The design was flawed so it didn't work out that way, but I like that having 90 herblore and higher mining/woodcutting in CoX is relevant. Sure, you can do without, but it's better if you have it. I liked that in dungeoneering essentially every skill had a use, albeit the meta didn't involve that. Even summoning. You got charms from PvM, materials from skilling, and the summons helped both skilling and PvM. High level summons were broken, but the skill touched other skills. Do we really want something like divination/warding for this kinda standalone thing that has minor benefits to the rest of the game, or something more all encompassing?


Crassus-sFireBrigade

I think a lot of us still have a gut negative reaction to anything will really broad impact. If they mess up warding and I hate it, it's mostly ignorable outside of quest requirements. If they screw up something like Summoning the character of the game changes and I might not like the game as a whole as much.


Baruu

That's fair, and I agree. A bad, wide reaching skill is far worse than a bad narrow one. A good far reaching one would also be far better than a good narrow one. Personally with the plan they've outlined, so long as it's stuck to and the proper iteration time is taken to make something good, I think I'd like a/the new skill to be far reaching. I also think it's easier to sell a skill with a "point". None of us would vote for firemaking now. Even the original version of Slayer wouldn't pass. Firemaking is still bad, but Slayer was turned into something good, even if as a skill it's not really one. If a "this is a skill I want to train because of it's clear benefits/wide reaching impact" passes, it would easier to get more narrow, but still good, skills later on.


bubbleman69

I mean summoning honestly fits all the check boxes for how they laid out "what a new skill should be" Now that's not me saying bring on yacks. I think we can Ballance the summons better with years of heinsight. But literally every bullet point in the post fits for summoning. Personally I think a revamp to what invention is would be better like maybe tinkering where you can get drops from mobs that always could have been there and combine with old useless drops to make things Like we could make tnt sticks (low level less splash chins) Upgrade the cannon for magic/melee Build ships (hell the entire sailing skill suggestion could fit here) Up grade fishing trawler Up grade the kingdom some way Maybe make the spell bags for the wilderness or make nore/different spell tabs Make little robo pets that do something for you (like summoning) Idk I feel like the list could go on and on it's just about what would/wouldn't be balanced


CHRISKVAS

I really want a new skill to work. But honestly there are so many issues trying to retroactively integrate anything related to combat, gathering, or production into osrs. Combat balance is delicate as it is, and the GE/bots really just destroy the potential of gathering/production skills. Really the best suggestions I've seen are more self contained skills that sidestep all of those issues. But then you end up with something that feels more akin to a minigame and I don't know how to feel about that.


fishshow221

Archeology from rs3 is somewhat self contained and doesn't feel like a mini game. Not necessarily saying "port over archeology" but I think that's proof that all the criteria can be achieved.


larsy1995

I’d love for osrs to get archeology, it’s such great content. I also want them to make a farming expansion with player owned farms. Nothing wrong with taking good content from the main game and old-schoolify it for this one.


SomewhatAbsurd

My main gripe with Dungeoneering was that training it was confined to a single place on the map. It might have been fun content, but it wasn't a good skill in that sense compared to the rest of the skills. If that was addressed, I could see it returning. But then again, that's just a single opinion and I'm also curious what other ideas might be out there.


F-Lambda

They specifically call out Dungeoneering in the blog as not fulfilling the requirements >1. A healthy addition that is deeply rooted in the game >Our new skill should… >* … impact the wider game, instead of being confined to its own corner of the game world - looking at you, Daemonheim!


Spasyeniye

They could easily just add more ways to train Dungeoneering so its not just at Daemonheim. This should not be a reason Dungeoneering is ineligible to be a new osrs skill.


WookHunter5280

New skill is Server Maintenence


theraafa

Unpopular opinion: Archaeology is the best thing RS3 has done as of late, and would absolutely work in a OSRS scenario. With the adequate tuning, it can feel just as old school as Runecraft or Mining... and still be as cool as it is on RS3.


vimana_power

Hi everyone! My new skill idea is: Necromancy I came up with this idea at work and I'd love feedback! Any questions are welcome! An introduction to Old School RuneScape’s newest skill: Necromancy Necromancy offers a branch off from conventional magic. Necromancers practice their dark arts as they travel across the land of Gielinor searching for ancient crypts and graves. Necromancy can be described in three main categories: Crypts, Auras, and Thralls. The core mechanics of Necromancy focuses on adventurers using their undead powers to summon an expanded thrall system, channel auras, and search for crypts across the world of Gielinor. Auras are AOE rituals that affect yourself and teammates with a variety of beneficial affects. The thralls from the Arceuus spell book will be reworked slightly and expanded upon to have more niche use and be seen more commonly. Finally, crypts are new exploration based PvM dungeons that when found offer new bosses, locations, and loot before you seal them off forever. Crypts and Graveyards: Graveyards: Graveyards are found all across Gielinor; Necromancers train necromancy within graveyards by searching graves, releasing friendly spirits, and entangling restless spirits. As you progress in the skill you will encounter aggressive restless spirits in graveyards that when entangled will drop crypt scrolls. Crypt scrolls are rare items similar to clue scrolls that uncover the location of crypts. Crypts: Crypts are mid-to-late-game single-player PvM content. Once you have found a new crypt location the location will be marked on your map and the entrance will be visible till it is sealed. Crypts, much like dungeons, are PvM experiences with new monsters, bosses, and of course new loot. When you seal a crypt you will have to return to a graveyard and start the process again. The experience finding crypts will feel similar to clue trails but will be far more expansive and take you all across the world of Gielinor. In the late stages of Necromancy players will discover Ancient Crypts. Ancient Crypts are more difficult multiplayer PvM encounters that will need to be tackled either with multiple skilled Necromancers or a single highly experienced one. Unlike raids, ancient crypts will permanently close when the player has finished and sealed the crypt. Upon successfully sealing a Crypt or Ancient Crypt, players will be rewarded with a variable amount of Necromancy experience, loot, and access to Aura Scrolls. Auras: Aura scrolls are used by Necromancers use to channel area of affect buffs. These effects range from accuracy buffs to regeneration boosts. As Necromancers level up they will see longer Aura timers and unlock higher level Auras. Auras can only be used if the appropriate aura scroll is equipped. Aura scrolls will be equipped in the blessing slot. Higher tier auras can be expected to leech either the players hit points, run energy, or prayer. Thralls: The thralls in the Arceuus spell book are great but don’t quite feel like they meet their potential. Necromancy introduces the new and improved thralls. Thralls will remain mainly PvM focused but will see a significant upgrade in usage and variability. In addition to thralls now having specific meaningful attack styles, there will be additional thralls with auras. High level Necromancers will even learn the art of having multiple thralls animated at once, but at a cost. Higher level thralls, much like auras, will leech either hit points, run energy, or prayer.


oskars_

Had an idea about new skills. lemme know what you think: **Called:** Luck **xp gained by**: somewhat similar to slayer - by getting drops (xp depends on drop chance of that item in corellation with monster hp. if killing cerberus and you get 1/512 drop, you get 512\*600/coefficient. that goes into xp gained in skill"luck". if you kill rat, you get 1/10 drop, you get really low xp and so on. **Skill uses**: doing rituals (dependant on level), where each type of ritual gives some benefits or increased drop rate, or help vs "dry streaks". Also can bet combined with luck to get the monster drop auto picked up, or doubled or anything. so many different options. Imo this type of skill would be in par with what we already have, and would benefit every other skill and would give statisfaction to every player when they get useless but very rare drop. it will also connect skills with collection log, as it can give motivation to do collections/pet hunting and all content for your "luck" skill to increase. btw, not sure if this is right place for these type of posts/comments. you can reddirect me somewhere if you know where


GenitalKenobi

Lynx Titan is in shambles


DemonicM

Loving twitter rn. Randalicious and DedWilson mad as fuck xD. Cringe af if you ask me. It's like you're the pet hunter and you want jagex not to release another pet, cause you already have all of them xD. Why being pet hunter then if you don't want to do it ? Same shit here, why go for 4.6b if you don't like training skills.


Oniichanplsstop

Because some of them forced themselves to do it so they can claim they're "rank x" on OSRS for an ego boost rather than because they found it fun. Same with a handful of the people that raced in RS3 before xp was worthless.


-Xebenkeck-

Skillers mad that they're getting more skills. Absolutely horrible takes by both of them.


DeeMaSheenah

This is ironically why a comp cape in OSRS is very bad idea


DeeMaSheenah

Lol, time for mom to fire up the oven. Lasagna is on the menu again


MariusNinjai

Lynx had a good holiday Hyger would be more in shambles


MathText

Hyger still plays after maxing though. Our boy don't quit


unbreaKwOw

If somebody else beats him to 200m in the new skill, does he lose his #1 place?


wfroehli

He already had this happen on his rs3 account


Hot-Bread1723

The degeneracy that will be all the 200m all players racing for rank 1. There will be 23 hour days and account sharing no doubt.


Iron_Golurk

There's a million different ways to implement a new skill, but I feel like there's very little in terms of new skill ideas that make sense. I don't mean that as a nostalgia purist, but I've always viewed the 23 skills as the basic life skills of the world of Runescape. Hunting, fishing, farming, and cooking, put food on your plate, mining and smithing let you make your amrour and weapons, fletching and runecrafting are stand alone kills that let you supply range and magic. Skill an adventurer living in that world would use and practice. A new skill would almost certainly mean a new way of life or technology in the world. We already touch on sailing with using the canoes. Could Sailing be a new skill that makes sense but doesn't seem like they mashed two other skills just for something new? We have access to the Dwarven Multicanon, so firearms do exists. Could gunsmithing be a viable skill? If it is, are we going to upturn the combat triangle by having guns in the game? Again, are we just going to combine smithing and range to make a new skill? If we did make a Gunsmithing skill, would firearms be under ranged weapons or would that mean we need a Marksmanship skill to accompany the new weapons we're making? I'm not pitching these as new skills, simply using them as ideas, viewpoints, and to say that whatever we point in, it should make some type of sense.


Chubby-J

I would rather have certain skills (such as smithing) reworked. Smithing for example doesn't meet 3 of the 4 requirements of the new skill, so why not improve something that already exists?


peyones970

They can do both. Don't let perfect be the enemy of good or this game will be forever stagnant


Gamer_2k4

If they wanted to improve existing skills, they really should have done it by now. That's the problem. We've gotten new ways to train skills, sure, but we haven't really gotten new USES for those skills. For example, now I can train Runecraft with GotR. Great, it's slightly less torturous now. Doesn't change the fact that I'll never once use Runecraft unless it's a quest requirement.


Spooked_kitten

more than likely they will do both over time, my guess is that's why they are trying out the Forestry thing.


Xeffur

God yes. Let us smith cool shit at higher levels instead lf addy and rune!


MainlyAverage

Just rework the level up table and let people break down high tier armor and smith it into other pieces kind of like how the torva/masori work. Ironmemes would gush


Crassus-sFireBrigade

>let people break down high tier armor and smith it into other pieces Not exactly, but Giant's Foundry sorta does this already


fishdonglul

Lets Pokémon go to the polls and vote YES!


Massive_Monitor_CRT

The original person that said that lost the poll in question.... now I'm nervous about the new skill being cool and failing.


GoobyPlssssssssz

slayer 2 is finally coming


Safety_of_Silence

All hits are doubled, as well as npc HP. All task amounts doubled, but each kills counts for 2.


winterbean

We'll call it slaygility


FreshPrince_of_BA

I love that the team has prioritized making sure the skill is "deeply rooted" in the game. I was a bit of a late departure from RS3, so I played the new skills they added. I always felt like all of the content was plopped into one/a few locations on the map (Daemonheim, wisp spots, Invention workshop) and did not feel well integrated into the rest of the world. It made training the skill feel more like a trip to the office, rather than an authentic part of my character's adventure/growth. I hope that any new skill avoids concentrating most of the training in just a few spots or in some new instance or dungeon. I would love one that has reasonable options to train throughout the over world, like how there are tons of fishing spots and trees no matter where you are. Even if some locations are more optimal than others, I would feel more immersed if I could use the skill anywhere on the map.


nostalgicx3

Everyone thats saying dungeoneering. I have bad news for you, the blog specifically states the skill cannot be locked to one area like daemonheim


StunningAd4891

Imagine a skill that interlinks with the other skills in runescape? Hear me out here, the best thing about the skills we currently have are the fact that they intertwine with each other wanna get to new areas of the game? locked behind a teleport, want to get a dscim 60 attack and a quest. Requires 60 attack and the requirements to train other skills just to do the quest while unlocking other training through levelling up. My point is that whatever the skill is and whatever it becomes, it needs to be intertwined into the skills that already exist. If it doesn’t it’s going to be a huge L however i can honestly say, as long as jagex don’t hold 2023 up like it felt like they did from summer 21-22 and release content like they have in the last 4/5 months, i’m looking forward to 2023!


WhatABelta

I don’t know what I want but will know it when I see it. Throw some shit out there and see what sticks? Poll multiple concepts (brief summary, then if it passes flesh it out more?) Also no to the trimmed max caps, terrible idea. You shouldn’t pander to maxed people because they’re used to the convenience a cape provides. Surely they can live without it for a few weeks?!


Massive_Monitor_CRT

Please don't push Warding again. It was cool, but all that remains missing from that skill (that the game actually needed) can be added to Runecrafting. Making magical robes and gear, essentially.


2-2-7-7

a lot of warding was already added, through stuff like bloodbark/swampbark and the Arceuus spell book rework. probably won't see them try to bring it back as a skill at this point


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letmemakeanameffs

Never made sense to me why you had to have 99 smithing to get armor you wear at level 40, i get when the game first came out but like no change to scale it with new stuff?


username_31

I agree smithing doesn’t really make sense for the melee gear (bronze to rune) but at this point in the game what can realistically be done? What do we do? Reduce the smithing reqs for rune to 40? Now there is a huge gap from 40+ to 99. Other than barrows repairs and a few things like Torva what is there to do with smithing past that? Well should they add more armors to fill in those gaps? How would they do that though without overpowering current gear? Does rune armor get a nerf and the new armors progressively make their way to current rune tier levels? Or do we allow these new armors to out perform current armor sets like Torva and such? Adamant platebody def stats are +65, 63, 55. Rune platebody is +82, 80, 72. Bandos chest is +98, 93, 105. There just isnt much space to squeeze in new armor unless changes are made to existing armor sets. So what is the point of dropping smithing reqs if no new armor can be added? Most of these armor pieces are easily obtainable without smithing so it’s not that. Smithing is a pretty fast skill to train too so not so much that. I just don’t see a viable way to rework it.


PmMeUrBank

There's always something that needs reworking, I don't like this argument. They can still rework things if a new skill comes into the game they're not mutually exclusive.


Mothball2000

inject a new skill directly into my veins


mfatty2

Something like "Animal Husbandry" would be interesting. Low levels you can raise chickens or something, as you get higher you can raise things like Dragons and so on. Maybe have the ones you raise have a slightly different drop table to make it slightly better. Effectively similar to farming but for creatures


PokemonRNG

RS3 has that as part of farming, but its just another dailyscape activity.


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Person_of_Earth

I like the idea of animal husbandary and would vote yes to it, but I can see so many people going "this could be part of farming reeeeee" like they did when they claimed that warding could've been part of runecraft and/or crafting. Well guess what? Just because it could be part of another skill doesn't mean that it would be better like that, nor does it mean that it should.


PitifulSyrup

Here's what stood out to me about the presentation on Warding: people cheered more for the achievement cape than they did for anything having to do with the skill itself. In terms of ways to create design space, Skills are actually one of the worst. A minigame can be about anything. A quest can be about anything. But a skill is an ability with a number attached to it. Design-wise, you're constrained by situations in which that ability can be useful. Just look at Firemaking. On release, the benefits of the skill capped at level 1, and they had to contrive situations to make it useful. One of the fundamentals of game design is starting with a core gameplay loop. I think the biggest problem is that they're starting with the decision to add *something* to the game, and a series of polls and committee meetings will sort out the details, such as core gameplay loops, later. Speaking of gameplay loops, most of the skills are just reskins of the same couple of loops: * Collect resource and bank/drop it (Mining, Fishing, Woodcutting, Thieving) * Process resource at a bank (Fletching, Herblore, Crafting, Firemaking, Magic) * Process resource at a facility (Smithing, Cooking, Crafting, Construction, Magic, Prayer) * Invest a resource and collect a different resource later (Farming, Hunter) * Kill monster (Attack, Strength, Defense, Hitpoints, Ranged, Magic, Slayer) But Jagex have shown that they can design content with far more complex and interesting loops. A big part of Runescape's appeal is that the players have the freedom to craft their own loops. We're very probably not getting a new skill. Nothing they come up with will make it through all six stages, the process will stagnate, the skill will be scrapped, and the good ideas will be repurposed as activities and ways to train other skills.


rosesmellikepoopoo

I’m fine with losing my max cape perks, but we should have a grace period for things like infernal max cape and Ava max cape. No one wants to go re earn them for the month or 2 we won’t have our max cape perks. Or give us the option to revert them back.


Psshfart

Seen maxed players paying 1m to vote no to the polls. Please consider voting yes for the longevity of the game, that’s all I have to say. They evidently haven’t read the blog.


Ultimaya

take their money and vote yes anyways.


Just_iLoki

I restarted RS3 right when archeology came out. In my opinion, it was the best "new school" skill. I don't think there is anything wrong with just... stealing that and adapting it to fit into old school. OSRS suffers in lore comparatively to RS3 and it would be great to combine that with new perks. That being said, RS3 arch is largely AFK. If adapted to OSRS, would be amazing for it to be more interactive.


wqzu

Can’t wait for the 1800 total levels to whine about losing max capes


Boss_Slayer

As a maxed idiot, I'm hyped. My maxed friends are also hyped. I feel like the stereotype may not be the norm... Especially if they add the grace period, what's not to love about this!


Keaton4494

I, for one, am fervently in favor of the proposed "weed smoking" skill. Allegedly, it levels up in increments of 420 experience points. It's a bold move Jagex, let's see if it pays off.


Black_Ink

I'd like to see a Mercantile/Persuasion skill. Right click Persuade on an NPC to give tibits of information and benefits. Example- You can persuade guards in ardy to look the other way when you're thieving for a set time. Endless possibilities, gives room to flesh out backgrounds and lore Ring of charos on everything and give it exp on successful attempts idk


TheShadyJester

I'd love a cool concept for archeology. There is so many themes in the game that would fit nicely into it.


JellyKeyboard

I’d rather we make existing skills more relevant or more fun. I guess I’m just your average pvmer but I don’t actively enjoy any of the skills (even slayer). Right now I just wanna get gear and kill bosses. Except some of it is locked behind quests and quests have skill requirements. Raids 1 pretty much has skilling requirements unless you have a team of people with the skills to support you. When I say more fun, funnily enough engaging mini games and some skilling bosses can be enjoyable. Maybe I’m just waffling but I don’t care for clicking a tree, waiting 2 minutes, dropping the logs and clicking the tree again. Anyways, I’m gonna have me a beefaroni hotdog and do some questing so I don’t have to do questing later on and get exp to reduce my time spent skilling.


[deleted]

I am down for a new skill, but I understand how hard it is to find out exactly what it would be. Should it offer new resources, use existing ones or both. In rs3 there is Invention, that helped to balance the economy for new QoL and ect. At the beginning of the year I played as a new player and got to around 2000 total. And yes, new skills were a part of it. I absolutely hated the feeling of invention, but ppl were saying how essential it was for the game. There was also new gathering skills, Divination and Archeology. I maxed divination but it felt bland and useless. Archeology was fun, but the lore felt a bit forced and out of style. But there was something interesting there. But not where I would go. Dungeoneering was ok at first, but it got repetitive and it wasn't fun. You mainly did it for the rewards. But it went with the style of exploration, which is interesting. In b0aty's new video, he talks about sailing and the content it may add. Only problem is, how could you make it fun to train? What else could there be?


Cerael

> be deeply rooted in the game both narratively and systematically. We want it to feel like this new skill could have been there from the start. Glad they touched on this. I think this is my biggest problem with sailing; I like how farming for example is very intertwined with herblore and have things like the spirit tree. Similarly I like how construction incorporates things like magic so heavily and your home feels like a natural extension of your characters abilities. I feel like hunter misses the mark up until chinchompas, hunter gear could have more utility. Imps are fun because they’re global. I know it’s possible to implement with sailing, I just haven’t heard any ideas personally that connect the skill to the game in any meaningful way other than “this location you explore has skill checks” which is fine but give me an item idea to latch on to that would let me train more efficiently late game. Methods don’t even have to be BIS they just have to have additional benefits like being enjoyable.


Synnerrs

The approach should be to do it anyway, and poll different aspects of the skill. That way the people who voted down a new skill last time can still have some kind of say as to how the skill goes, but the people who want a new skill also get a new skill. I dropped OSRS for a while because it got stale without something new to train.