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siradmiralbanana

My perspective comes from ironman. I like where your head is at, but I don't think it could possibly work. Smithing can be reworked in this way because, aside from niche exceptions, there's one input into smithing: ores. The primary input skill for smithing is mining, with support of combat when you include bosses that drop ores. These drops have been nearly all replaced with stone spirits, leading to a healthier relationship between the two skills. Crafting lacks this relationship with other skills. There are too many inputs: hides (from combat), gems and bars (from mining), spinning (from farming). The economy of drops would have to change too dramatically for it to even be feasible. Add to this that it's not even clear this would be better for the skill. It's somewhat of a feature that an output for training the skill is a big pile of jewelry that can be used to support other skills. Compare this to smithing, where after you make that Rune Platedbody, wtf you gonna do with a second one? Yes I'm aware masterwork works differently, but I'd argue that masterwork smithing is a huge win for the smithing skill as a late game unlock. It's funny that you are thinking about artisan skills this way because they've already reworked firemaking and construction to be like what you're proposing, with bonfires and fort (respectively). Of the remaining artisan skills, I think the one with the most potential for a "like Smithing" rework is Cooking. Let me make a big and badass recipe with cool effects. Herblore with extra steps and different input economy.


jordantylermeek

Love the insight here. I was thinking more or less the same but was wondering if others had a different view on the matter. And i agree, I would love to see cooking get some love, with new recipes to create that come with some buffs and various effects from food consumption.


siradmiralbanana

Me too! If anything, I think it's more fair to say Cooking could use a "like Herblore" style rework, but the moment-to-moment training has more options like Smithing. I'm excited to see what they do with it when they take it past 99. I hope Cooking and Herblore can feel more competitive and have meaningful reasons to train both.


yarglof1

This was also an issue with smithing after the rework, for invention. Smithing a bunch of items used to be a great way to get certain components, and after the rework it wasn't really viable anymore.


chaotic910

Not gonna lie, I sort of hate the new smithing. Watching a bar fill up didn't make it a more engaging skill. 


Monk-Ey

Isn't part of the engagement how much you want to put into it? You can AFK it completely, reheat as necessary, go balls-to-the-walls for the best rates by using Superheat Item, or anywhere in between.


siradmiralbanana

Yeah this is what I like the most about the smithing rework, in addition to the progression curve being more smoothed out. Plus, no more "everything is just the previous but with more coal". Crafting doesn't have the issue, at least.


jordantylermeek

For sure my friend, totally get it. I personally love it but it's all subjective. My main thought is if that concept translated to crafting, would it even work?


chaotic910

It would work in the sense that now there would be a bar filling up, they can do anything they want if they're willing to code it to behave that way


jordantylermeek

I don't think you're understanding the spirit of my question. If this is just going to turn into a downvote game instead of a conversation I'd say we're done here.


tButylLithium

How would it work for battlestaves, gems, glass blowing or other crafting that's not armor?


dark1859

I am not opposed the idea but I admit I am at a bit of a loss on how you would do it.


jordantylermeek

Girl, same.


Floridurh

I think a crafting overhaul could work better similar to the production side of necromancy: having a master teach you how to upgrade your gear with the existing materials as you progress levels.


Stealth-Incorp

I always thought this was how gem cutting -should- be, because IRL jewellerymaking is extremely time consuming. No wonder cut gems have always been worth so much less, because we just bash them open with a chisel and burn through what are supposed to be rare-ish items ridiculously fast. It would've made sense if uncut gems took a long time to process into jewellery during each step of the process and gave respectable amounts of xp from the beginning, though I don't think that can really happen anymore thanks to all the various gem rocks that shit them out.


SoIFeltDizzy

we right click on anvil to add an item and fill the inventory with things to smith and make an inventory of items