#Living Professions System

76 messages · Page 1 of 1 (latest)

hazy sedge
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Problem:

Skills die after 99/120.

Highscores prestige ruined by MTX.

Everyone becomes a “jack of all trades.”

Solution:

Each skill gets an instanced Profession Hub (forge, farm, lab, etc.).

NPCs give unique, timed orders requiring multiple skills + travel.

Earn Prestige Points for leaderboards, cosmetics, and small passive bonuses.

Prestige upgrades your hub’s look & function over time.

Only fully master 1–3 at once without heavy grind, restoring identity & competition.

Example – Smithing Hub:
White Knights need a painted steel kite shield → gather dye via Herblore → deliver for prestige & hub upgrades.

Prestige System:

Points decay to keep competition alive.

Separate Ironman leaderboards.

Effort-based — cannot be bought.

Benefits:

Every skill relevant forever.

Hubs evolve visually & functionally as you progress.

Unique account builds return.

Healthier economy, Ironman-friendly.

Restores trust — prestige is earned.

Rollout:
Test.
Expand to all skills + global leaderboards.
Add seasonal mega-orders/events.

Why Now:
Gives players a reason to log in for years — not just for XP, but to build a lasting professional legacy in Gielinor.

ripe tulip
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The amount of maintanence a feature like this would require from the player, would push them away from The game.
Simply put, it'd interfere with the sandbox aspect of the game too much

hazy sedge
ripe tulip
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It'd boil down to yet another dailyscape addition to prevent point decay

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And i'd argue being able to be a master of all, is somewhat part of rs' identity in the mmo space

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Which this kinda goes against

hazy sedge
# ripe tulip It'd boil down to yet another dailyscape addition to prevent point decay

From a completionist’s view. We can’t just cater to the current loyal base. RS3 needs systems that attract and retain new players. Right now, most updates focus on veterans, but without fresh content that draws newcomers, the game can’t grow. The master all element isn't attractive anymore since people were able to pay for progression. If the game is to live beyond the time the current fanbase is willing to play it, it needs to evolve.

ripe tulip
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This suggestion doesn't appeal to new players though.
It requires endgame stats and good game knowledge for competative performance

hazy sedge
ripe tulip
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Low lvl mobs already have competatively high money making?

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Farming cows and chickens is still good money

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And with masterwork processes sinking lower tier resources, those have risen in prices as well

hazy sedge
ripe tulip
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Which is something provided by either skills, minigames or guilds already

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On top of for example the clan citadel

proven iron
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Something like this could be a good idea aslong as it doesn't turn into a daily

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Dailyscape is one of the most annoying and frustrating things in the game

hazy sedge
proven iron
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Yeah and not having skills basically be dead content after 99/110/120/200m or whatever is nice

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since currently outside of like combat and herblore most skills just end up being dead content adn go untouched after those milestones

hazy sedge
proven iron
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It's one of the reasons i dislike that they are doing 110s instead of actual work on the skills

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It isn't doing much to make the skills more relevant. It's just raising the level instead of making the skills good

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But unfortunately alot of the players these days hate anything that isn't afking in the same spot for skilling

hazy sedge
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The issue with relying solely on the community is that veterans want entirely different things from new players. If Jagex doesn’t take risks to attract fresh players, the game will fade along with its veteran base.

ember wigeon
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I'm somewhat interested in this but I'm struggling to see the appeal to new players; it seems pitched as a competitive thing which is going to struggle to draw in newbies

hazy sedge
# ember wigeon I'm somewhat interested in this but I'm struggling to see the appeal to new play...

By “competitive,” I simply mean progress is tracked on the highscores, it’s not about forcing player rivalry. The real hook is the player-owned hubs: immersive, upgradable spaces where you use your skills in meaningful ways, keep every item relevant, and unlock cosmetic and functional rewards over time. New players can enjoy building and upgrading their hubs at their own pace, while veterans who want extra challenge can aim for the highscores. The idea is designed to appeal to both groups without excluding either.

ember wigeon
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so it's basically a guilds rework?

hazy sedge
ember wigeon
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hm

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I don't like the idea of it being fully instanced; partial instancing of functions (a la fort forinthry, not sure if there's a better technical term) works a lot better imo

I also think different skills should have different systems - it helps address the nature of modern skilling as being bland and without skills feeling meaningfully distinct from one another

(I'd also probably just work this into a guild rework b/c I don't really think it makes sense to have this location for cooking, and then also separately have a cook's guild - one's inevitably going to be redundant)

hazy sedge
# ember wigeon I don't like the idea of it being fully instanced; partial instancing of functio...

It’s not a single guild — it’s multiple, instanced hubs, some built from existing concepts like Doric/Boric’s business. Each hub progresses over time, with cosmetic and functional upgrades, and can be visited by others. The focus is personal progression and immersion, not just a static location.

It’s not for fast XP or mass production, orders are timed, varied, and effort-based. It complements, not replaces, places like the Cooking Guild or clan hubs.

ember wigeon
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sorry I might be missing the point here

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so it's not a hub?

ripe tulip
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Basically wow's warbands

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Which were, quite disliked i believe

ember wigeon
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are those like goebiebands? I've not played enough wow to understand that reference

ripe tulip
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Player owned house skilling

hazy sedge
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It’s not like Warbands or POH skilling, those are either short-term events or static training spots.
This is a long-term, instanced progression system where you fulfil varied, timed NPC orders for prestige, cosmetics, and functional upgrades. It’s about immersion and identity, not mass XP or PvP.

I don’t mind disagreement, but I think there’s a misunderstanding of the suggestion itself.

ripe tulip
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Basically the player owned farm innit?

hazy sedge
# ripe tulip Basically the player owned farm innit?

The Player Owned Farm is a perfect example, it gives long-term progression, personalisation, and ongoing rewards without being pure XP grind. Expanding that concept into hubs for nearly every skill would give RS3 a unique selling point in advertising: a living, personalised world where your skills have purpose and visibly evolve over time, a proven draw in today’s market for progression-based, customisable content.

ember wigeon
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so I get the fulfilling orders bit - that makes sense - and as I understand it we're saying that part of this is ironmanning supplies (which I'm not sure about but tbh I just don't like mainscape rs3 so I probably don't have a valuable opinion on that aspect to offer), but I'm not quite clear on the 'hub' bit. let's say the supply stuff is notionally pretty close to e.g. doric/boric tasks for the smithing skill, or to gnome restaurant for cooking - we're saying there's cosmetics and functional upgrades. do these take effect in a single location (and if so, why not just a guild); if not, where are we going to get these tasks from? can you give me some examples of things you have in mind for functional upgrades?

ripe tulip
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Player of farm style gameplay is too deep on the iceberg to appeal to new players

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And too high concept, for people who aren't into the game already to understand

hazy sedge
hazy sedge
ripe tulip
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The player owned farm, was also basically intended as the rs3 farming guild, in a sense

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Npc orders are just the current task system

hazy sedge
hazy sedge
ripe tulip
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And also available through menaphos city quests

ember wigeon
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ok - I guess to summarise I think instancing is not good; one of the few good things remaining about rs3 skilling is its ability to be social, and instancing is probably not technically necessary to achieve either different upgrades per player, or different cosmetic appearances per player

I do also think it should come as part of a guild rework for each guild, but I want to emphasise that doesn't mean it should be shackled by the existing functionality of the guild. rather, e.g. for cooking, the only thing that would remain of this hub would be that it'd be called the cook's guild, and would be south of the GE. maybe you still require 32 cooking to get in idk

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I also think a randomly-generated task system probably isn't engaging enough to be the only route of making progression because it is fundamentally like gnome restaurant or city quests - it's something you maybe want to do for 10-15 hours at most

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but I think the core of the idea is a good one

ripe tulip
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I think he just means how the hub visually presents to the player, when he says instance

ember wigeon
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yeah - if we're treating fort forinthry as instanced then I have no problem with instancing

ripe tulip
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Rather than a poh style area

ember wigeon
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I just don't want skillers to end up in yet another 1-player only location

hazy sedge
ripe tulip
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I have no objection to adding progression systems to other skilling hubs / guilds

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I do think highscores and upkeep for them, would detract from the content though

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As would specilization in sub categories within skills

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Outside of a perk style skilltree system

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Which you can semi freely alter

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Like the poh aquarium has

hazy sedge
# ripe tulip I do think highscores and upkeep for them, would detract from the content though

I don’t see the issue — the only ones it might bother are players fixated on rank. Prestige should work like the old Games Room: something ongoing that can’t be permanently maxed. If it’s capped, it stops being immersive and just becomes another min–max competition.

I’m not suggesting a numeric score like chess though, as the games room was, the idea is an immersive system meant to be enjoyable to engage with, not something designed to be “maxed out” like a level.

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Keep in mind, I’m speaking in terms of the overall concept here, not the exact mechanics, the finer details could be adapted in many ways.

ember wigeon
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so I can speak with some authority on this - hiscores only really matter where people are actually interested in competing (in rs3 at least); a hiscore alone isn't sufficient to accomplish that

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to my mind this makes a lot of sense to run seasonal hiscores on (and bring them back generally!)

hazy sedge
ember wigeon
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yeah sure I don't object to it

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(tbh I think the hiscores in general need a lot of work - as a hcim you're probably aware of how totally fucked most of hte hcim hiscores are)

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but I'm not sure it's a core part of the appeal any more than e.g. the trouble brewing hiscore

hazy sedge
ember wigeon
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if you can get people invested they'll work