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New firemaking suggestions by St_Lonewolf1


sirlonewolf

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nobody would wear ice gloves just for this flaming stuff, however firemaking needs an update

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nobody would wear ice gloves just for this flaming stuff, however firemaking needs an update

 

 

 

Ok lets make so that wen u are not wearing ice gloves that the and using the fire weapons u Receive between 15% and 35% of the damage u deal to your opponent.

 

 

 

And do u support ?

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i still have a few more questions before i give my support:

 

why would someone give up barrows gloves/void gloves or take 15%-35% to use these weapons?

 

ex- what makes them so good? how are they obtained? what are their stats

 

 

 

i am very curious about the range weapons in particular

 

 

 

the new fire spells would be very overpowered either way, but would they have their own spellbook or be included in current?

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i still have a few more questions before i give my support:

 

why would someone give up barrows gloves/void gloves or take 15%-35% to use these weapons?

 

ex- what makes them so good? how are they obtained? what are their stats

 

 

 

There stats will be the same as rune weapons plus thy will do fire damage depending on your firemaking skill level that will be between 10% to 20% of your firemaking level ect. If u have level 10 firemaking u can do 1 to 2 extra fire damage to your opponent at 90 that goes up to between 9 and 18 extra fire damage. ( but also remember u need the correct firemaking level to equipped the weapon u want to use).

 

 

 

Okay to answer how u obtain these new fire weapons thy are monster drops except for the spells and Molotov Cocktails

 

 

 

The weapons are tradeble but u will need to have the correct firemaking level to set them alight and use them wen thy are set alight thy are no longer tradeble.

 

 

 

The spells, how to make a Molotov Cocktails and how to set the fire weapons alight will be learned in a new quest in the eastern lands ( wen i have the time i will go into the quest in detail )

 

 

 

i am very curious about the range weapons in particular

 

 

 

For the range weapons same as above thy will be same stats as rune or equivalent and do the same fire damage except for the Molotov Cocktails thy will do between 15% to 35% fire damage depending on your firemaking skill level and will do area effect damage of 3 X 3

 

 

 

the new fire spells would be very overpowered either way, but would they have their own spellbook or be included in current?

 

 

 

Overpowered u say that will depend on how much damage the spell will do and how accurate the hit rates is i think i will leave the balancing of the spell to jagex, And a new spell book is a great idea.

 

 

 

Ps: Feel free to make your own suggestions or post your idea concerning improving the firemaking skill maybe u can think of a cool new name for firemaking.

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I think people would use the weapons if you could do some sort of ritual to bond the gloves, then in your inventory etc, it is like normal but has a snowflake somewhere or something.

 

 

 

Also, if you want, I can make a banner/advertising thing if you want. ::'

Many believe that the 1980 eruption of Mt. Saint Helens was a catostrophic geological event, in reality it was the day that Jimi Hendrix returned to Earth from the next world and actually stood up next to a mountain and chopped it down with the edge of his hand.

-Random Youtuber

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I think people would use the weapons if you could do some sort of ritual to bond the gloves, then in your inventory etc, it is like normal but has a snowflake somewhere or something.

 

 

 

If u mean ritual to bond ordinary gloves ( ect. Leather to barrows ) then yes that is a great idea, there will need to be a quest to learn how to do the ritual and the gloves will not be tradeble.

 

 

 

Also, if you want, I can make a banner/advertising thing if you want. ::'

 

 

 

U are welcome to make a support banner.

 

 

 

Ps: do u support.

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Nice suggestions, I support them! I made around 6 suggestions yesterday, and today I found this thread. Mind if I post my suggestions here? :D

 

Thank u for your support.

 

 

 

And if your suggestion has to do with firemaking u are more than welcome to post them and i will add them to the suggestions by posters post in my thread.

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Mmkay, here they are! ;)

 

 

 

[hide=Uses for ashes]When logs are burned up, you are the only one who can see the ashes. You can use the ashes to make some new potions.

 

 

 

Regular ashes: Current use.

 

Oak ashes: ???

 

Willow ashes: Used to make super ranging potions, which increase your ranged level by 20%.

 

Maple ashes: Used to make super magic potions, which increase your magic level by 6.

 

Yew ashes: Used to make nature potions, on level 75 herblore (these temporary increase your woodcutting, firemaking, fletching, farming and herblore levels by 3).

 

Magic ashes: Partly used to make divine, arcane, spectral and elysian potions.

 

 

 

These potions have similar effects as the shield of their kind. Although they have a disadvantage: they drain 50% of your total prayer points per minute. For each potion, you need a vial of coconut milk, a snapdragon weed, an elixir dose, magic ashes, a herblore level of 90, and a prayer level of 75. The Corporeal beast will drop 4 new items: Lesser Elixir (d), Lesser Elixir (e), Lesser Elixir (a) and Lesser Elixir (s). The character between brackets tells you which kind of elixir it is: (d)ivine, (e)lysian, (a)rcane or (s)pectral. Note, that the potions and the lesser elixirs are all tradable.[/hide]

 

[hide=Warming potions]To warm a potion, simply use the potion with a fire. When potions are warmed, the potions efficiency will increase by 10%. If a super strength potion would increase your strength by 15 levels normally, it would increase it by 18 instead. There is a chance of failing, though. If it fails, 1 dose of that potion will be wasted. Note, that warmed potions are untradeable. Note: You can only warm potions over YOUR fire. The success rate table:

 

 

 

Regular fire: 12,5%

 

Oak fire: 25%

 

Willow fire: 37,5%

 

Maple fire: 50%

 

Yew fire: 62,5%

 

Magic fire: 75%[/hide]

 

[hide=Scaring off monsters]When lighting a fire, monsters will be scared off. Youll have to stay near the fire though, unless you want to be attacked. Some monsters arent affected by low-level fires, so youll need a higher level fire to scare them away. There are some monsters which arent scared of fires: all monsters in the Godwars dungeon, demons, dragons, quest monsters and boss monsters. All players in the area of the fire, will be safe.

 

 

 

Regular fire - Max monster level 30 - 3x3 area.

 

Oak fire - Max monster level 45 - 3x3 area.

 

Willow fire - Max monster level 60 - 5x5 area.

 

Maple fire - Max monster level 90 - 5x5 area.

 

Yew fire - Max monster level 120 - 7x7 area.

 

Magic fire - Max monster level 150 - 7x7 area.[/hide]

 

[hide=Firemaking in PvP]Making fires in PvP minigames/worlds is useful, they can enclose an area. When trying to cross a fire, you will receive damage. You can pass through fires, and if you pass, you will still receive damage. Note, that you cant light multiple fires in a row, there must be 1 free square between the fires.

 

 

 

Regular fire - 2% damage - 1 min damage - 80% chance of passing.

 

Oak fire - 4% damage - 2 min damage - 70% chance of passing.

 

Willow fire - 6% damage - 3 min damage - 60% chance of passing.

 

Maple fire - 8% damage - 4 min damage - 50% chance of passing.

 

Yew fire - 10% damage - 5 min damage - 40% chance of passing.

 

Magic fire - 12% damage - 6 min damage - 30% chance of passing.[/hide]

 

[hide=Torches]These scare monsters off, anywhere you walk, but you wont be able to wield a weapon or shield, and the monster level limit is lower. Like normal fires, there are some monster that arent affected. There are 2 advantages, though. One, they count as a light source (its better to take something else though, as they extinguish). Two, it makes some players unable to attack you in PvP worlds (players 6 levels over you for regular torches, 7 levels for oak torches, 8 for willow, etc).

 

 

 

Regular torch - Max monster level 15 - Lasts for 1 minute.

 

Oak torch - Max monster level 22 - Lasts for 2 minutes.

 

Willow torch - Max monster level 30 - Lasts for 3 minutes.

 

Maple torch - Max monster level 45 - Lasts for 4 minutes.

 

Yew torch - Max monster level 60 - Lasts for 5 minutes.

 

Magic torch - Max monster level 75 - Lasts for 6 minutes.[/hide]

 

[hide=Dynamite]What is dynamite? Dynamites are new ranged weapons, which can be used to inflict lots of damage. You need level 75 ranged and firemaking to use dynamites. They have a +145 ranged bonus. To make them, you need an empty stave, a vial of nitroglycerin, some sawdust and a fuse. To get an empty stave, go to a loom with papyrus, and make the empty stave. To get nitroglycerin, use a vial on the barrel of nitroglycerin in the Digsite. To get sawdust, pick some up at the sawmill. To get a fuse, simply use your knife with a rope. Use one item on another, and you will automatically make a dynamite stave. To ignite it, you have to light it with a tinderbox, quickly equip and throw it (otherwise it will explode, dealing damage to yourself).

 

 

 

Is there just 1 kind of dynamite? Yes, but there are 3 kinds of fuse: Short, medium and long. You can choose which fuse you want to make, once you use a knife with a rope. The short fuse detonates in 2 seconds, and deals damage in a 3x3 area. The medium fuse detonates in 4 seconds, and deals damage in a 5x5 area. The long fuse detonates in 6 seconds, and deals damage in a 7x7 area.

 

 

 

What about the experience? Dynamites give both ranged and firemaking experience. For igniting dynamite, you get 150 firemaking experience, and you will get 4 damage per hitpoint dealt. Note, that you only receive experience for 9/15/21 targets (depends on the fuse). Once you throw them to a target, and they reach it, it will fall on the ground, and explode after 2/4/6 seconds (depending on the fuse).

 

 

 

Is it useful for other skills than ranging? Yes, it can be used for mining as well. When thrown on a rock, an ore will appear instantly (however the ores recovery time is 50% slower).[/hide]

 

[hide=Ignitable weapons]How do I get an ignited weapon? To ignite a weapon, you will need a piece of silk, a tinderbox, and certain attack and firemaking levels. First, go to Rimmington, and go to the chemist. Use the silk on the oil still, and you will have an oily silk. Use the oily silk on your weapon, and it will be wrapped in the oily silk. Now light the weapon with a tinderbox, and voila! You got an ignited weapon! Note, that the silk is burned up after 5 minutes.

 

 

 

WHAT ARE THE REQUIREMENTS? For 1 bar weapons (weapons that require 1 metal bar to make), your attack level must be 25% higher as the original requirement, and your firemaking level must be 1.33% levels higher. For 2 bar weapons, your attack level must be 37.5% higher as the original requirement, and your firemaking level must be 1.66% higher. For 3 bar weapons, your attack level must be 50% higher as the original requirement, and your firemaking level must be 2x higher.

 

 

 

What is so special about ignited weapons? The first advantage is: the offensive and strength bonuses of ignited weapons are increased by 15%: A rune 2h sword would have an offensive slash bonus of +78, instead of +69. The second advantage is: flames come from your weapon, giving it a nice look. The third and last advantage: there is a 15% chance of dealing an additional 3 - 5 burn damage.

 

 

 

Are all weapons ignitable? No, you can ignite any weapon up to rune. To wield an ignited weapon, you will need Fist of Guthix gauntlets. For bronze weapons, you need bronze gauntlets, for iron weapons, you need iron gauntlets, etc. You can wield them without these, but you will take damage equal to 15% of the damage dealt if you do so. To wield an ignited 2h sword, you will need both a metal body and metal helm, otherwise you will take continuous damage.[/hide]

 

 

 

If you read them all, thanks for that! :D

Proud owner of the Quest Cape since 31/08

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Mmkay, here they are! ;)

 

 

 

[hide=Uses for ashes]When logs are burned up, you are the only one who can see the ashes. You can use the ashes to make some new potions.

 

 

 

Regular ashes: Current use.

 

Oak ashes: ???

 

Willow ashes: Used to make super ranging potions, which increase your ranged level by 20%.

 

Maple ashes: Used to make super magic potions, which increase your magic level by 6.

 

Yew ashes: Used to make nature potions, on level 75 herblore (these temporary increase your woodcutting, firemaking, fletching, farming and herblore levels by 3).

 

Magic ashes: Partly used to make divine, arcane, spectral and elysian potions.

 

 

 

These potions have similar effects as the shield of their kind. Although they have a disadvantage: they drain 50% of your total prayer points per minute. For each potion, you need a vial of coconut milk, a snapdragon weed, an elixir dose, magic ashes, a herblore level of 90, and a prayer level of 75. The Corporeal beast will drop 4 new items: Lesser Elixir (d), Lesser Elixir (e), Lesser Elixir (a) and Lesser Elixir (s). The character between brackets tells you which kind of elixir it is: (d)ivine, (e)lysian, (a)rcane or (s)pectral. Note, that the potions and the lesser elixirs are all tradable.[/hide]I love the idea of using the ashes of your fires to make potions, why not use the oak ashes for your dynamite idea.[hide=Warming potions]To warm a potion, simply use the potion with a fire. When potions are warmed, the potions efficiency will increase by 10%. If a super strength potion would increase your strength by 15 levels normally, it would increase it by 18 instead. There is a chance of failing, though. If it fails, 1 dose of that potion will be wasted. Note, that warmed potions are untradeable. Note: You can only warm potions over YOUR fire. The success rate table:

 

 

 

Regular fire: 12,5%

 

Oak fire: 25%

 

Willow fire: 37,5%

 

Maple fire: 50%

 

Yew fire: 62,5%

 

Magic fire: 75%[/hide]Warming potions i think this can work if u use 2 dose potions and use ash as a catalyst ( Catalysis is the process in which the rate of a chemical reaction is either increased or decreased by means of a chemical substance known as a catalyst. ) and u cant mix the potions to make 3 or 4 doses and thy are not tradeble.[hide=Scaring off monsters]When lighting a fire, monsters will be scared off. Youll have to stay near the fire though, unless you want to be attacked. Some monsters arent affected by low-level fires, so youll need a higher level fire to scare them away. There are some monsters which arent scared of fires: all monsters in the Godwars dungeon, demons, dragons, quest monsters and boss monsters. All players in the area of the fire, will be safe.

 

 

 

Regular fire - Max monster level 30 - 3x3 area.

 

Oak fire - Max monster level 45 - 3x3 area.

 

Willow fire - Max monster level 60 - 5x5 area.

 

Maple fire - Max monster level 90 - 5x5 area.

 

Yew fire - Max monster level 120 - 7x7 area.

 

Magic fire - Max monster level 150 - 7x7 area.[/hide]Using this to make aggressive monsters non aggressive is a great idea one more place this must not working is the wild or the effects must be reduced the wild is very dangerous after all.[hide=Firemaking in PvP]Making fires in PvP minigames/worlds is useful, they can enclose an area. When trying to cross a fire, you will receive damage. You can pass through fires, and if you pass, you will still receive damage. Note, that you cant light multiple fires in a row, there must be 1 free square between the fires.

 

 

 

Regular fire - 2% damage - 1 min damage - 80% chance of passing.

 

Oak fire - 4% damage - 2 min damage - 70% chance of passing.

 

Willow fire - 6% damage - 3 min damage - 60% chance of passing.

 

Maple fire - 8% damage - 4 min damage - 50% chance of passing.

 

Yew fire - 10% damage - 5 min damage - 40% chance of passing.

 

Magic fire - 12% damage - 6 min damage - 30% chance of passing.[/hide]I am not so sure of the about the pvp idea i don't play pvp and this look like it will give mages and ranges an unfair advantage thy will surround them self with fire and KO all that comes to close. [hide=Torches]These scare monsters off, anywhere you walk, but you wont be able to wield a weapon or shield, and the monster level limit is lower. Like normal fires, there are some monster that arent affected. There are 2 advantages, though. One, they count as a light source (its better to take something else though, as they extinguish). Two, it makes some players unable to attack you in PvP worlds (players 6 levels over you for regular torches, 7 levels for oak torches, 8 for willow, etc).

 

 

 

Regular torch - Max monster level 15 - Lasts for 1 minute.

 

Oak torch - Max monster level 22 - Lasts for 2 minutes.

 

Willow torch - Max monster level 30 - Lasts for 3 minutes.

 

Maple torch - Max monster level 45 - Lasts for 4 minutes.

 

Yew torch - Max monster level 60 - Lasts for 5 minutes.

 

Magic torch - Max monster level 75 - Lasts for 6 minutes.[/hide]This is nearly the same as Scaring off monsters and u cannot wield a weapon and the pvp part i cannot comment on be course i do not do pvp, Yes it is portable but not been able to wield a weapon and bulls eye lantern is better.[hide=Dynamite]What is dynamite? Dynamites are new ranged weapons, which can be used to inflict lots of damage. You need level 75 ranged and firemaking to use dynamites. They have a +145 ranged bonus. To make them, you need an empty stave, a vial of nitroglycerin, some sawdust and a fuse. To get an empty stave, go to a loom with papyrus, and make the empty stave. To get nitroglycerin, use a vial on the barrel of nitroglycerin in the Digsite. To get sawdust, pick some up at the sawmill. To get a fuse, simply use your knife with a rope. Use one item on another, and you will automatically make a dynamite stave. To ignite it, you have to light it with a tinderbox, quickly equip and throw it (otherwise it will explode, dealing damage to yourself).

 

 

 

Is there just 1 kind of dynamite? Yes, but there are 3 kinds of fuse: Short, medium and long. You can choose which fuse you want to make, once you use a knife with a rope. The short fuse detonates in 2 seconds, and deals damage in a 3x3 area. The medium fuse detonates in 4 seconds, and deals damage in a 5x5 area. The long fuse detonates in 6 seconds, and deals damage in a 7x7 area.

 

 

 

What about the experience? Dynamites give both ranged and firemaking experience. For igniting dynamite, you get 150 firemaking experience, and you will get 4 damage per hitpoint dealt. Note, that you only receive experience for 9/15/21 targets (depends on the fuse). Once you throw them to a target, and they reach it, it will fall on the ground, and explode after 2/4/6 seconds (depending on the fuse).

 

 

 

Is it useful for other skills than ranging? Yes, it can be used for mining as well. When thrown on a rock, an ore will appear instantly (however the ores recovery time is 50% slower).[/hide]Dynamite and my Molotov Cocktails idea will excellent edition to range, firmaking and runescape, and to learn how to make it u need to do a quest the dig site 2. this is also a very well thought. One more thing maybe use the oak ashes for the mix instead of the sawdust or may be mix the ash and sawdust in a pestle and mortar to make a binding catalysis. And for bigger area effects why not use wool to bind more of them together say 2 to 5 sticks and u need a higher range lvl to use them 3 more lvl's for each stick added. And the different lengths of fuses can bu use for strategy's depending on what u are fighting and using more than one stick for mining give u a chance at getting bar of the ore u are mining 1 dynamite stick 0% chance 2 sticks 3%, 3 sticks 5% 4 sticks 9% and 5 stick of dynamite 15% u don't want this overpowered. But it will be a nice bonus. Plus if u get a bar u get smithing xp as well. [hide=Ignitable weapons]How do I get an ignited weapon? To ignite a weapon, you will need a piece of silk, a tinderbox, and certain attack and firemaking levels. First, go to Rimmington, and go to the chemist. Use the silk on the oil still, and you will have an oily silk. Use the oily silk on your weapon, and it will be wrapped in the oily silk. Now light the weapon with a tinderbox, and voila! You got an ignited weapon! Note, that the silk is burned up after 5 minutes.

 

 

 

WHAT ARE THE REQUIREMENTS? For 1 bar weapons (weapons that require 1 metal bar to make), your attack level must be 25% higher as the original requirement, and your firemaking level must be 1.33% levels higher. For 2 bar weapons, your attack level must be 37.5% higher as the original requirement, and your firemaking level must be 1.66% higher. For 3 bar weapons, your attack level must be 50% higher as the original requirement, and your firemaking level must be 2x higher.

 

 

 

What is so special about ignited weapons? The first advantage is: the offensive and strength bonuses of ignited weapons are increased by 15%: A rune 2h sword would have an offensive slash bonus of +78, instead of +69. The second advantage is: flames come from your weapon, giving it a nice look. The third and last advantage: there is a 15% chance of dealing an additional 3 - 5 burn damage.

 

 

 

Are all weapons ignitable? No, you can ignite any weapon up to rune. To wield an ignited weapon, you will need Fist of Guthix gauntlets. For bronze weapons, you need bronze gauntlets, for iron weapons, you need iron gauntlets, etc. You can wield them without these, but you will take damage equal to 15% of the damage dealt if you do so. To wield an ignited 2h sword, you will need both a metal body and metal helm, otherwise you will take continuous damage.[/hide]U have ignitable weapons and i have fire weapons both great ideas yours is temporary and mine is permanent so i think the best solution is that your idea is for f2p and p2p and mine is only for p2p.

 

If you read them all, thanks for that! :D

I have read them all and u are welcome

 

 

 

Ps: lets make the firemaking skill better to together

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Yes I do support, I'll probably make a banner for you soon.

Many believe that the 1980 eruption of Mt. Saint Helens was a catostrophic geological event, in reality it was the day that Jimi Hendrix returned to Earth from the next world and actually stood up next to a mountain and chopped it down with the edge of his hand.

-Random Youtuber

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Yes I do support, I'll probably make a banner for you soon.
thanks for the support and take your time with the banner :D
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  • 4 weeks later...

Support!! :thumbsup:

 

 

 

I have an idea for the spells, maybe a spell called "inferno" or something. It hits everything in a 3x3 area around you. I don't know about the max damage, maybe 20? It also causes "burn damage" or something. Maybe knockback some enemies it hits. (25% chance?). This could at least give mages some chance to hit damage while in melee range other than running away and casting other spells. It'll probably have to have high requirements both in firemaking and magic, because its quite powerful.

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Support!! :thumbsup:

 

 

 

I have an idea for the spells, maybe a spell called "inferno" or something. It hits everything in a 3x3 area around you. I don't know about the max damage, maybe 20? It also causes "burn damage" or something. Maybe knockback some enemies it hits. (25% chance?). This could at least give mages some chance to hit damage while in melee range other than running away and casting other spells. It'll probably have to have high requirements both in firemaking and magic, because its quite powerful.

 

 

 

Thanks for the support

 

 

 

Added your idea, i love the area splash damage idea and continuing burning effect damage like poison damage but u need water to stop the effect.

 

 

 

And the burning effect will work better on leather armor and cloth armor like magic robes and last longer giving more damage than it would to metal armor.

 

 

 

Even using it for training on monsters and npc there will be some that is immune to the effects like pyrefiend ( thy are made of fire so u will heal them instead ) and all demons will take the minimum of damage be course thy come from hell, where ice giant ect. will be extremely vulnerable to fire damage.

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  • 3 weeks later...
Just to clarify do you intend these weapons to be tradeable?

 

Thank for your post

 

 

 

Yes most of them will be tradeable exept a few:

 

 

 

1: Dragonfire defender = will need a new moster that dorp it if u have a rune defender.

 

2: Demonfire whip = a new slayer monster drop

 

3: Molotov Cocktails = need a quest

 

4: The new staff ( inferno mage staff ) = will be a two piece rare drop from all magic based monsters and will need lvl 50 smithing to make a mini blazer and lvl 50 crafting to fix the three pieces together to get a mage staff, lvl 30 firemaking to set alight and use your new inferno mage staff

 

 

 

The the two staff pieces, mini blazer and the mage staff is tradeable the inferno mage staff in not.

 

 

 

Ps: but it really is up to jagex what weapons thy want to make tradeable or not.

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I personally think that no non combat skill should affect combat to a large extent, of course it wouldn't matter if it was tradeable, but untradeable items relying on high firemaking skill would be a bit annoying.

 

 

 

I agree with u there need to be a balance between combat skills and the use off non combat skills for combat.

 

 

 

With the suggestions i made for the firemaking skill i wanted to improve the skill make more desirable to train to high levels and more rewarding wen u get there, i also think that more skills need to have more integration, interaction with each other. And i don't mean that skill need to be dependent on each other only that thy need to have more to the skills than only to light fire to use firemaking for a example.

 

 

 

Ps: Est0rrath do u support this thread.

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  • 4 months later...
  • 2 months later...
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Good ideas from what I can tell. Only one thing....

 

Your first post seems very disorganized. Perhaps this is just due to the lack of capitalization, or maybe it's just me. But still. At least use a proper writing style in your suggestion, it helps people read it more easily. And the easier of a read it is, the more people can understand it.

 

Support.

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Good ideas from what I can tell. Only one thing....

 

Your first post seems very disorganized. Perhaps this is just due to the lack of capitalization, or maybe it's just me. But still. At least use a proper writing style in your suggestion, it helps people read it more easily. And the easier of a read it is, the more people can understand it.

 

Support.

 

Thanks for the support

 

Ps: I am not English and there for sorry for Any spelling and or grammar mistakes.

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