hat is why I never knew the anti-skill argument, it's possible to literally erase like 50% of their current abilities and flip them into jobs instead with exactly the same effect.
Posted May 5,2020 in Gaming.
Imagine a rougelike dungeon crawler in RS gold , my butt will be moist. Go through different levels, dungeon to dungeon progressively increasing your stats and gear out of tomes and equipment that you see in chests and out of critters. The difficulty of monsters and bosses would become increasingly difficult and should you die, you are completely reset. Why does Slayer need to be a skill? Simply change it to work like farming contracts with the high level creatures locked behind high combat, and the slayer specific creatures would only be killable on job. That is why I never knew the anti-skill argument, it's possible to literally erase like 50% of their current abilities and flip them into jobs instead with exactly the same effect.
The largest gap is slayer has a direct action (a"verb") which induces experience - dungeoneering does not. Every skill from the game is like this - fishing a bass gives you fishing exp. There are no skills that are"complete this set of additional skilled actions to get a lump of exp in the end". Slayer comes the nearest but it also still can be argued as"killing the monster" as the direct action.
Minigames do, however, follow the"do several proficient actions and receive a reward at the end" pattern. Barbarian assault you get things. Castle Wars you receive a victory/tickets at the end. The most clear example is that the fishing trawler - fishing is your ability, but trawlering is a minigame because it would be bizarre to have the ability be"fish trawlering", So dungeoneering matches much better as a minigame than a skill for the same reason we do not require a Pest Controlling skill or a Fishing Trawlering ability.
That was the sole chance Jagex overlooked with dungeoneering. Primary training of this skill shouldn't happen to be centralized to only Daemonheim, but also offered in the plunderable dungeons around the world that wouldn't just grant one-off exp dumps, but repeatable dungeons that were solved such as dungeons in Daemonheim, together with the principal resources/rewards (Frost Dragons, minable stones, etc.) being placed at the conclusion, and which makes it into those last areas/rooms would result in exp. drops. This would've balanced the excessive farming of what was considered benefits and would make it more suitable for cheap OSRS gold implementation.