Inspiration: Jagex Q&A they said:
"We need to balance it between the time/money spent and the level of Yak Track."
Well, here you go.
I. Philosophy:
Jagex really has no direction with yak track, thats why they havent fixed any of the stupidly broken tasks (4th iteration btw). So I'm proposing they move forward with the philosophy of:
"Tasks should have more of an impact on what the player is doing and less of an impact on how they do it."
Tasks should be more general, and some skills could really benefit from a scaling point system based on resource gathered/used. I'll explain what I mean by this in some of the skill descriptions, but they already do this for clue scrolls.
II. Tasks
Agility - Complete Laps
-Completing one lap Anachronia should count for at least 8-10 "laps" of progress
-Other courses are pretty balanced. 100+ laps for a task seems a bit excessive though. 60-90 seems more appropriate.
Archaeology - Screen soil
There's no reason that some tasks should be more restrictive about the soil getting screened. People can camp any of the sites to 120, why exclude the soil from "lower level" digsites with some of these tasks? Each site has a gathering spot for arch 116+ so these tasks are pointlessly restrictive. Also make soil processed by the auto-sifter count.
Other arch tasks: Let tetras count for restored artifacts, other than that, no complaints. Weird how this is the only skill with "gain xp"
Combat- Kill monsters
These I like due to the amount of freedom it gives. A little too easy maybe? Could be "gain combat xp"
Cooking
Ok. Could use maybe 20-30% lower numbers. Seems to cap at "sharks or above" which is good.
Construction
One of the worst offenders(see linked post above). Could be as simple as reworking it to "Train construction using X number of planks Teak+". I honestly cant believe how terribly its balanced on the fourth f*cking iteration of yak track.
Crafting
Seems more reasonable for it to cap out on black dragonhide, rather than royal, and should be "Use leather" rather than "craft items". (For example, chaps count as 2 progress, bodies 3, shields 4). Add jewelery and gem cutting as other options (capping at dragonstone).
Divination
Honestly these are so quick that they could be easily 3-4x as high. Not that I want them to be as long as every other task, but if I'm being objective these really are a little too easy.
Dungeoneering
Have smalls give 1 progress, mediums give 2-3, larges give 5-6 progress. Cap at "occult or warped" rather than "warped" only for high level player.
Farming
Probably make it "gain farming xp" rather than harvests. Same note as divination in regards to being too easy
Fishing
Ok
Firemaking
Cap at "Magic or above", make driftwood count as extra progress (4?) due to the process it takes to get them + are untradable.
Fletching
Allow arrow/bolt fletching, capping at rune. 15x arrows or 10x bolts = 1 progress.
Herblore
Cap at "extreme attack or above" (level 88, first extreme combat potion).
Hunter
No tasks right now, but make BGH count as 10-15 progress if this appears in a yak track.
Invention
Not a good skill for yak tracks
Mining
Pretty balanced
Prayer
Fine
Runecrafting
Cap at bloods. Make souls count for 4-6 progress each
Slayer
Kill creatures on task, rather than number of tasks completed. Completing a task should give an additional progress equal to 2-3 times the base slayer points (not counting streak bonuses) to encourage using your best available master. Killing a boss for a reaper could count as 3 progress and get a bonus of 5x the reaper points for finishing a reaper.
Smithing
Cap both smelting and smithing at "bane" and change "make bane or higher items" to "use bane or higher bars" for smithing tasks. Keep tasks that involve using bars to from 1/3rd to 1/2 the numbers of "smelting" tasks.
Summoning
Cut the numbers in half, these can get really expensive. Cap at "swamp titans or above"
Thieving
Fine
Woodcutting
Cap at "magic or above", make yews count 2, magic and bamboo 3, elders and golden bamboo 5
Clue Scrolls
Again, they already use the "extra progress for the more difficult version of this task" system. Not sure why its not more widespread.
Skill and kill
Some things with very separated xp drops dont get counted very well(like bossing). Maybe just give 1 progress every interval instead of requiring an xp drop in that interval. Some people will just afk and do nothing for these but honestly, their loss. Help out the people actually playing the game. Could be simple as changing this to "Gain x XP or stay logged in for x minutes"
III. Feedback
So what do you guys think? Did I miss anything? Am I worse at balance than jagex? (Jagex wont reply to this thread 🦀🦀🦀🦀🦀🦀)
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