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 Post subject: Skills
PostPosted: Sat Jul 04, 2009 8:56 pm 

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Website: http://www.myspace.com/euroromanian
Location: Portland, Oregon
i was looking on the website and started thinking. we need some new and exciting skills
to GM. i mean a lot of us are getting bored of seeingthe same skills (tailoring, taming,
fishing, mining etc.) so i was thinking...maybe all of us can post ideas of new skills that
should be implemented (thats if it is possible to do).

maybe this was just because i was bored of the lag and decided to play runescape for a
little while, but i really would like to see new skills put into the new T4A version.

my idea would be maybe adding a skill for gardening/farming. any other ideas please feel
free to post here becuase im sure a lot of you obsidian players have ideas on new skills
that you would like seen on this game.

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 Post subject: Re: Skills
PostPosted: Sat Jul 04, 2009 9:11 pm 

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Mammoth wrote:i was looking on the website and started thinking. we need some new and exciting skills
to GM. i mean a lot of us are getting bored of seeingthe same skills (tailoring, taming,
fishing, mining etc.) so i was thinking...maybe all of us can post ideas of new skills that
should be implemented (thats if it is possible to do).

maybe this was just because i was bored of the lag and decided to play runescape for a
little while, but i really would like to see new skills put into the new T4A version.

my idea would be maybe adding a skill for gardening/farming. any other ideas please feel
free to post here becuase im sure a lot of you obsidian players have ideas on new skills
that you would like seen on this game.

lamerzorz

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 Post subject: Re: Skills
PostPosted: Mon Jul 06, 2009 3:56 pm 
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Joined: Thu Dec 16, 2004 8:11 pm
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Location: Sudbury Ont. Canada
Farming would be awesome instead of having like a couple reg gardens belonging to a couple people like they used to have how about at like say 50 farming you can grow carrots and stuff and at gm you can grow regs.


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 Post subject: Re: Skills
PostPosted: Mon Jul 06, 2009 11:26 pm 
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Id love it if there was a house you could buy and you got a garden with it :D


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 Post subject: Re: Skills
PostPosted: Tue Jul 07, 2009 12:29 am 

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lol seems everyone loves the garden idea hahaha

probably cuz belg wants regs :/ lol

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 Post subject: Re: Skills
PostPosted: Tue Jul 07, 2009 5:08 pm 
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Location: Sudbury Ont. Canada
This iea has been brought up before when certain people had reg gardens in haven. I thought it was a good idea then and i still think it would be awesome. What a way to make money then growing and selling regs.


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 Post subject: Re: Skills
PostPosted: Tue Jul 07, 2009 9:13 pm 

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ya i know it would be a great idea to be able to grow regs. however sooner or later
this skill may have its side affects with everyone being able to grow regs. maybe see
that your able to grow regs at GM, but only if ur able to acquire garden space...and
the garden space should also cost to be able to use. like a house, u pay every month
a certain amount, as long as u have money, u have the garden....when u cant pay, a
new owner is found =]

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 Post subject: Re: Skills
PostPosted: Thu Jul 09, 2009 6:56 am 
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I've always liked the idea and farming is something i've been toying with putting back into the game as an actual skill. I just haven't decided what skill it would go best under. The reason is that farming, in and of itself, is mildly useful and is a low level complexity skill, and so i'd like to combine it with some other low level skills into one big archetype.

Personally, i'm thinking camping. Since to camp you really should know how to live off the land. It'd be kinda like plant lore.

Other thoughts on places to stick it?


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 Post subject: Re: Skills
PostPosted: Thu Jul 09, 2009 8:10 am 

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farming can be even intended as speaking of animals tho, like mixing females and males horses to get additional ones (with a fair rate) or even mustangs or any type of monsters. but as for regs, what happens if everyone has a farm? No more reg hunting, no more reg selling at vendors, but obviously there will be just a few regs to farm rite? Or u cud even farm a bunch of spiders which will produce spider silk, or even, if u place a farm at fire isle u can only farm sulforous ash (due to the type of terrain) but dunno I just threw in some ideas..

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 Post subject: Re: Skills
PostPosted: Thu Jul 09, 2009 8:19 am 

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I was thinking you need a water skill to water your plants(low water skill will make your plants wither)then you would need Herbalism and camping to make sure your plants/regs grows efficient enough to theyr full growed(low herbalism and camping skill can result in totaly destroyed plants/regs).

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 Post subject: Re: Skills
PostPosted: Thu Jul 09, 2009 12:46 pm 

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Terek Molt wrote:farming can be even intended as speaking of animals tho, like mixing females and males horses to get additional ones (with a fair rate) or even mustangs or any type of monsters. but as for regs, what happens if everyone has a farm? No more reg hunting, no more reg selling at vendors, but obviously there will be just a few regs to farm rite? Or u cud even farm a bunch of spiders which will produce spider silk, or even, if u place a farm at fire isle u can only farm sulforous ash (due to the type of terrain) but dunno I just threw in some ideas..
well Terek, if u read my above post carefully..i addressed this problem. what would happen is that
there will be certain areas to farm (plots of land), the problem is that not everyone will be able to
have one until they can pay. ppl can still GM the skill, but will have to find land in order to grow
regs. either they can buy land off staff, once they cant pay, they can sell the land back to staff
and a new person can buy it. OR, we can put plots of land out in the wild, whoever finds it keeps it,
but if they forget about it, someone else can take it. so not one person will have a plot of land
at all times. seem fair Terek?

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 Post subject: Re: Skills
PostPosted: Fri Jul 10, 2009 3:49 pm 
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Joined: Thu Dec 16, 2004 8:11 pm
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Location: Sudbury Ont. Canada
Or you could make it so that you can grow some regs but not so much that the need to hunt for regs is obsolete. I seriously doubt that would ever happe tho considering the use of regs on this shard. How many people recall or gate the char with no magery to avoid waiting the 1 min. for the rc. :lol:


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 Post subject: Re: Skills
PostPosted: Fri Jul 10, 2009 11:44 pm 

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belgarion wrote:Or you could make it so that you can grow some regs but not so much that the need to hunt for regs is obsolete. I seriously doubt that would ever happe tho considering the use of regs on this shard. How many people recall or gate the char with no magery to avoid waiting the 1 min. for the rc. :lol:
ya i also agree with belg. both ideas would be good. i saw limit the amount of regs, and the
amount of land one person can own

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 Post subject: Re: Skills
PostPosted: Sat Jul 11, 2009 9:04 am 
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um i like the farming idea now....

but ya things such as SA ,SS, and BP .shouldn't be able to be grown just hunted...

sulfer isn't a plant, thought it was a metal,,, when u burn it u get sulfurous ashe....
and i thought it can be a poisonous gas,,,

but anyway,,,, those shouldnt be farmable.
if they were, i think they should have like anther aspect,, like they have to attract spiders and shit to lay eggs and then... the spider babys lay the eggs or something
and have slower rates of umm making them
and BP can be seagull havens as plants, also gain BP slower
SA... i have no idea.... its a metal :/

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 Post subject: Re: Skills
PostPosted: Sat Jul 11, 2009 10:21 am 
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Location: Sudbury Ont. Canada
Bp really you get enough of those from fishing anyway if you take the time to open oysters. But i like the idea of only growing some regs, the ones that would actually be growable. MR,Gi,Ga,Ns, and Bm. And yes you are right sulphur is mined so maybe something else you could get if you are a gm miner? Perhaps you would need an alchy to mix it so it becomes sa? And obviously the place to get ss is what it is now.


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