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Skilling Sigils.

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Art Palete
Jan Gold Premier Club Member 2011

Art Palete

Posts: 168Iron Posts by user Forum Profile RuneMetrics Profile
Sigils are still a relatively new item slot. There are very few of them, most of which are very difficult to get due to lots of grinding for the items or dropping a load of cash for the materials for them.

Regardless, I find some of them to be of use during certain circumstances, however the majority of them seem to be combat related.

This isn't much use to a huge portion of players who only skill on their account, meaning Sigils are just forever an empty slot with no use to them. I believe creating skilling Sigils would give the slot more use, to all players.

Similar to Elite Skilling Outfits, training a skill would randomly drop parts needed to create a Sigil. Unlike Elite Skilling Outfits, this would not be every five minutes, but a random drop at any time. Could get drops twice in a minute, could take an hour between drops.

Higher levels in said skill would increase drop rates of parts and higher level training would drop more parts per drop.

1000 parts would be needed to create a Sigil, 1000 charges in a sigil with each part adding a charge back to the sigil.
Each sigil for each skill would activate like other sigils, each set time with a set cool down between activations.
Gathering skills would give a temporary buff to success rates while gathering.
Artisan skills would speed up productions.
Just an example of what would happen per charge.

These parts would be tradable, like most other Sigil parts but likely, more charges would be used than could be gathered, unless really high leveled.
This would give people the options to make profit from the parts or use them to benefit their skilling. Not get both.

24-Mar-2019 11:19:06

Rikornak
Oct Gold Premier Club Member 2013

Rikornak

Posts: 5,487Rune Posts by user Forum Profile RuneMetrics Profile
I like the idea of a skilling sigil, but I am not really fond of a system that is used for certain events, promotions and elite outfits to be used for that. They should have a theme at least, not some you get parts for whatever you do.

Add it to a minigame, add it to new content - be it directly purchased or just as a blueprint.
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24-Mar-2019 11:40:30

Draco Burnz
Dec Gold Premier Club Member 2011

Draco Burnz

Posts: 63,422Emerald Posts by user Forum Profile RuneMetrics Profile
Rikornak said:
I like the idea of a skilling sigil, but I am not really fond of a system that is used for certain events, promotions and elite outfits to be used for that. They should have a theme at least, not some you get parts for whatever you do.

Add it to a minigame, add it to new content - be it directly purchased or just as a blueprint.


Whats so bad about gaining the parts through skilling?
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24-Mar-2019 11:48:40

Rikornak
Oct Gold Premier Club Member 2013

Rikornak

Posts: 5,487Rune Posts by user Forum Profile RuneMetrics Profile
Draco Burnz said:
Rikornak said:
I like the idea of a skilling sigil, but I am not really fond of a system that is used for certain events, promotions and elite outfits to be used for that. They should have a theme at least, not some you get parts for whatever you do.

Add it to a minigame, add it to new content - be it directly purchased or just as a blueprint.


Whats so bad about gaining the parts through skilling?


Lack of a theme. At a bare minimum it should be a magical thread-esque system - awarded for doing a specific activity.
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24-Mar-2019 11:51:04 - Last edited on 24-Mar-2019 11:52:38 by Rikornak

Lelouch Vi B
Jan Gold Premier Club Member 2017

Lelouch Vi B

Posts: 1,566Mithril Posts by user Forum Profile RuneMetrics Profile
I like this idea. though I will say, the process of making them shouldn't be as general as just "skill to find the parts."

It's not like any of the combat sigils just drop their parts from generic combat. You always have to do something specific.

Idk what I'd suggest, but perhaps certain skilling minigames that have become dead content over the years. Or maybe have them come from certain skilling secondary events like geodes, bird nests and fire spirits.
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24-Mar-2019 18:05:41

Draco Burnz
Dec Gold Premier Club Member 2011

Draco Burnz

Posts: 63,422Emerald Posts by user Forum Profile RuneMetrics Profile
Lelouch Vi B said:
I like this idea. though I will say, the process of making them shouldn't be as general as just "skill to find the parts."

It's not like any of the combat sigils just drop their parts from generic combat. You always have to do something specific.

Idk what I'd suggest, but perhaps certain skilling minigames that have become dead content over the years. Or maybe have them come from certain skilling secondary events like geodes, bird nests and fire spirits.


I could maybe agree on them coming from nests or spirits.
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24-Mar-2019 18:24:17

Art Palete
Jan Gold Premier Club Member 2011

Art Palete

Posts: 168Iron Posts by user Forum Profile RuneMetrics Profile
That was why i suggested that higher levels increased drop rates while higher level skilling increased numbers dropped.
Its basically similar to Sophanem dungeon. Killing the creatures there have a chance of dropping a vital spark, killing the higher level ones have better chances.
Of course, could make these parts drop from resource-less areas, such as Seren stones for Mining or Ivy from Woodcutting, making people have to train in a profitless area in order to get these, making them less win win for people who want to farm them for money.
But then with other skills such as smelting or divination, you couldn't really apply that kind of logic to it. Maybe when making burial pieces for smithing, maybe.

25-Mar-2019 10:01:57

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