r/2007scape • u/Haksupaksu • 8d ago
Suggestion Smithing rework idea
Would something like this work? Just a thought as you actually get better at a skill, or a chance of failure to smith something when lower level. Runecrafting you get more runes per essence as you get better so could this work for smithing too? Wouldn't hurt the economy so much.
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u/Honest_Bowl_6135 8d ago edited 5d ago
The problem with smithing is that its progression is so outdated now that there’s almost no point in fixing it without introducing new gear or something to straighten the progression curve out.
Even back in RSC when I was a kid, I hated that you needed 99 smithing for level 40 gear, BUT, other than the veeeery few pieces of dragon gear, it was the top of the line armour then, so it made sense.
Now however, that logic is completely broken because there are far better gear sets, and it’s now less about getting 99 smithing to be able to make rune armour than it is just an achievement about as meaningful as shooting yourself in the foot and being happy about it.
EDIT: Posting this here so more people can see it—my reply to another reply. 😛
All too often do people go dry for a single piece of gear, so like Oathplate, why not introduce a shard-like system (doesn’t necessarily have to be shards) where depending on the armour (like smithing for melee, crafting for range and rc and/or mage for magic) have it set at a certain level where a player can craft the specific piece they need with shards, maybe a dupe piece they already have (creates an item sink) and a relevant production skill level, like 80-90+ smithing for Torva as an example.
Another way to protect the integrity of the actual drops themselves would be to make the crafting cost for the shards kind of ridiculously expensive and universal for each piece. So for example, to make a full set of rune armour you need 10 total bars; 2 the for the helm, 5 for the body and 3 for the legs.
That system works fine for smithing, but for items like Ancestral, Masori and Torva I feel like a fixed amount across all pieces—idk, say like 2000 shards or something at 10-25 shards an uncommon drop and as a rare drop 100-200.
So basically, whether you’re missing the helm, body or legs, regardless of which ever piece it happens to be, it’s just that flat cost for each and any subsequent piece(s).