[Suggestion] Mining & Smithing rework
Introduction
Smithing has been one of the most neglected skills since it's release. Not only is it's ultimate reward, runite, grossly outdated as the ultimate reward of the skill, the entire skill is trained in a kind of bad and non-intuitive way.
For example, for ironmen, the most efficient method of training the skill is through buying loads and loads of gold.
Shouldn't the best way for training smithing actually be making armour & weapons, instead of crafting goods?
In addition, especially later level ores require grossly more and more coal to make, inflating the ratio of mining to smithing experience for any bars other than gold and silver by an absurd amount.
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Bronze = 1 tin, 1 copper
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Iron = 50% chance to not produce a bar
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Steel = 2 coal, 1 iron
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Mithril = 4 coal, 1 mithril
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Adamant = 6 coal, 1 adamantite ore
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Runite = 8 coal, 1 runite ore
See what I mean? The system is incredibly flawed and needs reworking if smithing is to be an enjoyable skill and work as a proper companion skill to mining.
Mining
Similar to smithing, Mining suffers from being an archaic, and tedious, simple point-and-click skill with no depth to it.
In addition to this, the skill is non-unintuitive, unlike Fishing and Woodcutting, which causes many people to lose interest in training it. Why train mining when you could be training woodcutting or fishing while eating or watching your favourite show on Netflix at the same time?
It also makes the game more anti-social, as people are too focused on clicking instead of chatting.
My suggestions are thus, as follows:
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Create Small, Large, and Rich mining rocks for each ore type. Small vein(for tin) would be most common at 70%, and have 3-5 ores. Medium would be second rarest at 20%, and have 5-7 ores. Rich would be the rarest with 10% chance, and have 7-11 ores total.
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Make the location of ores more randomized. Ie. there could be a place consisting of around 6 sandy rocks, and out of those like 2 will randomly respawn as new veins. This would ensure that people will keep running around, looking for ores, instead of sitting at the same place all the time. This also makes mining feel more adventurous.
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Sandy rocks need to be prospected with a brush before mining to see what mineral they contain. This process would make the contents visible for everyone.
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Sometimes when mining, you may uncover a rich or medium-sized mineral vein. Mining from this vein would produce random ore fragments, and give far more EXP, depending on the type of rock that spawned it. These fragments would stack in your inventory, similar to the dust from shootinng stars. They could be combined into ores at forge at a rate of 10 fragments for 1.
Smithing suggestions:
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Higher level bars would no longer require coal. Steel would require 1 coal instead of 2. This way, getting to higher level smithing now feels more rewarding, when you no longer need to mine for 2 ores to make a bar like before.
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Adjust the different smithing tiers so that max runite armour is now rewarded at a lower level, like 75, and not 99.
Further considerations
All of these changes help RS feel more modern. But what could be done to further alleviate the tediousness of mining and smithing?
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Ore satchels. These would hold potentially up to 200 ores. It makes it all the more enjoyable to mine and smith by reducing the amount of time time travelling between mine and forge, and spending more time actually mining / smithing things instead of running.
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Increase the number of forges & anvils in RS. It's a bit odd how a dwarven place like dwarven mine has actually no furnace at all.
Posted Jun 3, 2017, 4:42 PM UTC · edited