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How about a Fletching Guild?

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Zepfan72

Zepfan72

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Since fletching is f2p now, how about making a fletching guild? Not a rework, just an area that makes training easier. It could be like the crafting guild. Have an area outside with all different kinds of trees to cut, chickens to kill, flax to pick. Have another area inside where you can spin the flax and an anvil so you can smith arrowheads. A bank chest nearby would be helpful also. This suggestion is for RS3

22-Feb-2019 19:44:56

Rikornak
Oct Gold Premier Club Member 2013

Rikornak

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I would prefer if they were to make some of the already existing useless guilds interesting first before yet adding another one which nobody would use. Your suggestion basically sounds like Burthope/Taverley with a variety of trees, which could be easily cut in other places, included.

Something unique would help instead of only having stuff which could be done conveniently enough elsewhere.
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

22-Feb-2019 22:35:52 - Last edited on 22-Feb-2019 22:36:58 by Rikornak

Deltaslug

Deltaslug

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I completely agree with Rikornak.

Not every skill needs a "guild".
Even then, it's not like it would be executed in a practical fashion.

The mining guild for example has: coal, runite, T60 ores, and a resource dungeon with Luminite and the other T60 ore.
But ... that doesn't make it useful to higher end players.

Artisan's Workshop is effectively the Smithing Guild. Even though the Smithing Cape isn't sold there.

We have 3 adventuring guilds, but the QP cape isn't sold there.

If you brought up a "woodcutting guild", where you'd have trees, choking ivy, all in an enclosed area, you're basically describing the Cryws District.

Fletching has the added issue of being something you bankstand at. You don't have to do any advanced activities (ie: Blast Furnace) to make any bows.
In addition, the resources to make bows are literally everywhere.
Feathers are found in many fishing shops.

22-Feb-2019 23:23:36

Rikornak
Oct Gold Premier Club Member 2013

Rikornak

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I mean let's analyze the existing guilds:

- Champion: Access to a D&D, option to buy rune equipment without the mining/smithing levels requires (viable for f2p ironmen even post rework, useless for regular accounts though). The D&D isn't really good, so the place is fairly niche overall - but it offers unique functionality, which should be the thing to aim for.
- Cook: Fairly viable place to actual cook previously obtained stuff if players had completed the hard varrock tasks - useless to everybody else and players with hard varrock tasks aren't too far away from unlocking other methods most likely. Not too useful, but not entirely useless.
- Crafting: No bank access and a deposit box locked behind hard falador tasks. If it had a freely available bank chest it would actually be viable for making pottery. A furnace and variety of gem rocks for jewellery wouldn't hurt either. All in all - useless.
- Mining: If we were to include the close dwarven mine it offers a broad variety of rocks, as well as the sole source for orikalkum outside the wilderness, as well as an option to bank stuff with a low dungeoneering level. Fairly useful overall.
- Monastery (Prayer): No features, outside of some cosmetic robes
- Runecrafting: Access to a minigame and a d&d, as well as the option to obtain the omni talisman as an unique upgrade for a wicked hood. Actually some good features this time. Would work as a base to orient for as a guild.
- Warrior: A load of useless training options, but players could obtain defenders. If the guild itself hadn't had such a high level requirement defenders could actually be viable outside of the rune one for free players and the dragon one to obtain t70+ as a member. All in all - fairly decent.
- Fishing: Useless outside of the access to the deep sea fishing hub.
- Hero: Option to recharge a few dragonstone items, as well shops for dragon equipment. Niche.
- Invention: Workbench close to a lodestone, as well as access to machines. It's good.
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

23-Feb-2019 06:34:45

Rikornak
Oct Gold Premier Club Member 2013

Rikornak

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- Legends: Some useless shops, outside of the ability to buy mithril seeds, option to recharge some dragonstone jewellers. Extremely niche.
- Ranging: Useless training methods, shops, which help to obtain materials for invention. All in all: extremely niche.
- Thieves: Good, unique training methods, interesting exclusive rewards. That one is good to be honest.
- Wizard: Outside of a shop for stones of bindings - useless.
- Max: GE access, exclusive skilling/pvm portals, access to an ever burning bonfire for cooking/firemaking with a chest directly at it, 1-in-1 option for recharging prayer/summoning points. It's good enough to be honest.

Summary: 5 guilds are good, 4 are decent or niche and 6 are extremely niche (relevant to only very specific players for - to be honest - most likely constructed scenarios to proof some kind of use) or outright useless.
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

23-Feb-2019 06:47:27

Kings Abbot

Kings Abbot

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Rikornak said:

- Crafting: No bank access and a deposit box locked behind hard falador tasks. If it had a freely available bank chest it would actually be viable for making pottery. A furnace and variety of gem rocks for jewellery wouldn't hurt either. All in all - useless.


The bank chest of the Clan Camp is pretty close. I believe it's just within or outside the clicking range of the minimum draw distance when going out the door.
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23-Feb-2019 11:19:22

Rikornak
Oct Gold Premier Club Member 2013

Rikornak

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Ignoring Prif access as an high levelled benefit:

- Since the guild has no option to process the ores obtained, they're as useful as those at other places. At least gold ore can be deposited faster at the dwarven mine resource dungeon. I guess it might be the best place to mine silver though.
- Clay might be slightly better than either gunnarsgrunn or burthope - it certainly is better for p2ps with the hard falador tasks completed, but having no access to prif. That said the requirements are a bit too steep for stuff, that could be at best a slight advantage.

Regarding speed it doesn't help having to open up a door with a slow animation twice per run. But actually - it is funny to see how much better this place could be just with a freely available bank chest.
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

24-Feb-2019 06:03:59 - Last edited on 24-Feb-2019 06:05:23 by Rikornak

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