RuneScape Dev Diaries - Mining & Smithing #5: Smithing 101
wie Sie tun, machen, Film, Beispiel
Watch the previous episode here: http://bit.ly/MiningandSmithing4 Play RuneScape Free: http://bit.ly/PlayRuneScapeNOW In the 5th episode of the Mining & Smithing dev diaries we talk about Smithing and what it'll be like to smith in the Mining & Smithing Rework. We cover the basics, as well as more details on some potential added mechanics to improve the skill. As always we are looking for your feedback: Forums: http://services.runescape.com/m=forum/forums.ws?16,17,152,65871161 Reddit: https://www.reddit.com/r/runescape/comments/5oph08/dev_diaries_mining_smithing_episode_5_smithing/ Twitter: #DevDiaries Or simply leave a comment on this video below! Join our other communities! Join us on: Twitch - http://www.twitch.tv/runescape Reddit - http://www.reddit.com/r/runescape Twitter - http://twitter.com/runescape Facebook - http://www.facebook.com/runescape www.runescape.com
Kommentare
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make aethirium white. andhaving the need of a second skill toimprove in another is actually cool.
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I like the Fletching approach better, but I'm also totally OK with the Herblore style of Smithing. And I TOTALLY agree with the coal thing, because that's the problem I'm facing right now trying to train Smithing, is that I have to mine 8 coal for every runite ore that I mine to smelt it, and coal is just gives so little XP for my level that I'm tempted to just say "sod it" and buy coal off of the Grand Exchange, breaking my personal "code" if you will.
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Quick question, what kind of timescale, very roughly are we looking at - mid 2017 (before august) or late 2017?
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i just randomly thought of this idk if anyone did before or said anything but thought it'd be kinda cool that maybe if u smith armors (just for example) at different anvils at different locations u may have different perks while making them or perhaps change their appearance for example if u make the armor near some frozen tundra it would have a more frozen appearance or making it near a volcano would make it have a more volcanic appearance... again just a thought that might be cool to have and then have ppl have different versions of the same armor
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I think that the three options of style are all good for their own standards. It would be interesting to see smithing played out in each of those types. Since I'm bias toward decisions like these, I'd have to go with fletching style for smithing. Pretty much how swords or weapons are made in real life. They have a step process to follow in order to go from a chunk of metal to a refined weapon, kinda like the smiths of the Awe me channel where they create all these weapons in short video showcases.
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#WTF is with the captions not working? Don't Jagex always upload captions....?
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How do I put in a vote for the fletching approach?
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when he said about the destroying it. I was thinking why not re-smelting you don't get as many bars as before you smelted
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I think Seren need a nerf and we need a intensive training method with Seren's xp
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It would make sense to go down the fletching route for armour (making pouldrons the platebody itself ect ect and assembling them into the final product) and the herblore approach for weapons (shaping a blade, tempering it, sharpening it on a millstone ect)
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THE GOAL THAT i WANT IS BOOT UP MY SKILLS AS FAST AS POSSIBLE! NOT ENTEND THE TRAINING HOUR!!!!
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I think it's a great idea to add more mechanics to Smithing to play around with!
A mixture of the options you detailed might work best; where you make each part, like fletching, put them together(option 1), then refine each one(option 2). Refining is what takes a while, so it gets checkpoints so that progress is not lost. (option 3)
THANK YOU for making coal not a secondary for smelting almost everything into bars!!!
I like the idea of tiered hammers added to my toolbelt. Rune hammers work faster than steel, yea.
Specific ideas for anyone still interested in reading on.
Armor Refining: Heavier armor for tank tradeoffs, magical variants for spellswords like absorbing magic like a dragonfire shield, or just making armor more fancy with decorated versions using gems and precious metals. (Trimmed armor will still have it's place)
Tool Refining: Raising stats in exchange for smithing time and experience. Sharper, heavier, better.
I imagine you could refine armors and weapons in different ways for different uses so refining might be best as a item-saved thing, creating an unstackable item that gets worked on an individual basis, while making the pieces could be an player-saved checkpoint since all basic weapons are the same before they get modified by refining.
(If you make 10 sword blades, player saved progress just picks up where you left off, aka, the first one. They'd stack since individuality doesn't matter for sword parts.) -
why not have both changes with the "fletching" and "herblore" approach to smithing it will liven up smithing make it more interesting while increasing the time and making it rewarding to not only to make the item but to enhance the item making the whole process fun, exciting and rewards players that take the time on their items
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Option two makes the most sense to me....
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Why not combine the first two ideas? Combine a hilt and a blade to make a sword, which can then be used on a whetstone or something to increase it's stats (for additional xp as well)?
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There all wired on coffee when they talk its with so much force and speed.
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<3 coal. Got 10k of it
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can someone explain why the backpack is so small in RS, running back and forth is annoying. I wish items would stack.
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Will there be a t90 pickaxe? Imcando Crystal Pickaxe?
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I love these Dev diaries. it's great to hear and discuss ideas for the game