#Game health suggestion for Salvages

12 messages · Page 1 of 1 (latest)

long wolf
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Been thinking about how salvages in RS are kinda dead weight ever since the Game Health post.

Their current purpose is for Invention /components (disassembly) or easy GP (high alch) — just more junk to process or high alch after a boss or Slayer task.

What if we gave salvages some real use through Smithing?

Here’s my idea: High-level smiths (say, 90–99+) could either produce salvages as a byproduct when making gear (like adamant or rune), or refine salvages to be recycled smithing ingredients to continue making other smithing outputs. Basically, give salvages an actual crafting loop.

This could help the game:

  • Skillers can contribute more to the economy, instead of all high-value items coming from PvM

. • Reduces alching bloat, which just floods the game with gold and adds to inflation

. • Reinvigorates Smithing post-99, which most people abandon after Masterwork grind.

• Opens the door for new trade loops — PvMers could sell salvages to skillers, who rework them into more valuable or tradeable goods.

Example: Let’s say you smith a Rune Platebody. Because you’re 99 Smithing, there’s a 10% chance you also produce a “small plated Rune Salvage.” That salvage could be used as a component for that skiller to then replace a bar in their inventory to utilize the salvage to continue smithing , or they could sell it for Gp, dissemble it for components, etc.

Economy-wise, this would spread value creation beyond combat and give more purpose to items that otherwise only get converted into GP. Less passive GP printing via alching = healthier gold flow. And salvages become a resource with multi-faceted demand.

TL;DR: Salvages have much more potential than just a PVM drop . Let high-level Smithing either create or refine them into useful items or components. Adds more value for skillers, reduces GP inflation, and makes salvages actually worth something.

blissful isle
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Skillers can use the salvage to replace ore. So you're suggesting the old system of ores from pvm. We've come full circle.

skillers and bots can now afk create salvage now which is just going to be alched.

This suggestion isnt very thought out.

We do need more trade loops and we do need more crafting loops but the word SALVAGE just by definition screams this ain't it.

long wolf
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Yea, I suppose that creates that loop too albiet unintended.

My intention isn't to use it at a wholesale replacement for ore, but rather a supplement. There could be a done of ways to permutate utilizing salvages this way to either give smithing a profitability rework. Whether that's supplementing ore costs, utilizing salvages to supplement bar costs, using them as a way to add +1 --> +5 stacks to armors or weapons, or using them to create new items for smithing.

Just seems like a very underutilized item in the game where it's only real purpose is to be high alched or dissessembled. Just seems like there is an opportunity to do something with this being theres considerations for nerfing their drop rates given the inflation of GP it's adding to the game.

true rain
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I think that's a great idea for making some extra money while skilling. It makes sense too that whenever you skill there be some metal residue or something left over. The problem is that this would only seem to work for smithing, maybe fletching cause arrow tips and not so much with other skills. They've kinda already tried this with mining and wc where the croe offhands would give you arrows tips. Which is already weird and random, so I guess it could be possible for you to get random salvages from like crafting. I think this could work. Would need a lot of analysis as you wouldn't want to give too much salvage away. It may be better if it were something useful, but not necessarily alchable. Lots to still think about

long wolf
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Yea ^ think theres opportunities to create discards from other skills too and utilize them in ways to both give skillers options to recyle, new avenus to create components, to sell, or just expand the crafting loop.

urban adder
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This is fine so long as you go to salvage it has a chance to fail leaving you nothing when salving the equipment. similar to sand stone. higher chance of salvage at 110 or 120 when released. Then salving items may turn into a gamble instead of a money maker.

true rain
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I mentioned your idea on the Jmod Engaging skilling disc thread and someone brought up caskets from fishing, geodes from mining, and birds nests from wc. I guess those could give salvage too

random pawn
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Im a bit confused, is your idea to take all salvage out of drop tables and make it only accessible from smithing?

long wolf
random pawn
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Your solution only makes it worse. With all of those salvage existing in PVM drops still AND being added to smithing as well only makes it worse. The alch price does not change based on supply in the game

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if anything, they should reduce the alch price of all of the salvage by a decent chunk if the money being injected through salvage is the core issue they are addressing