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[Foraging] new monsters/bosses/dungeons [Support Sigs added]


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#21
Zaaps1
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Was thinkin about maps Actually. #-o



Mayby the items?

Track Book, Track Scope, Identificator,...

Some Pictures mayby?



Or mayby about the weapons?

Forager's Sword, Forager's Dagger,...

Kinda things.



I would like to Help makin pics.

But i'm not quit good at it. I actualy stink. :roll:



I will try one and pm it to you. if u want to have u can use.( I want Credits :D )





And who Knows if it comes out one day. Mayby non members would be pleased to. <3:




Yeah when I tried to draw the maps if turned out to be a mess of lines and words. I don't know how Jagex does it. The one thing I've taken from fake developing is an appreciation for Jagex's programmers and graphics people.



As for the items, I think I can handle that. Just dropping the paint can over a few existing ones should do it, I think.



And yes, if you do make one I'd love to use it. Credits to ya of course.

#22
spinster444
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My two main complaints with this idea:

1) This is very far from the idea of foraging. foraging is usually looking for edible plants, or small troves of edible insects or something. Foraging is not finding large beasts to hunt, which leads into my second point.

2) This should be included with hunter. I know you have the complaint that your idea involves direct combat with the beasts, but the fundamentals of the skill are the exact same as hunting. track or lure a monster, engage it, kill it. The idea that these beasts are only killable with 'foraging' weapons is a very easy way to explain why direct combat is involved.



Overall, i loved your post. I just think it should be included in hunting.
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#23
Zaaps1
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My two main complaints with this idea:

1) This is very far from the idea of foraging. foraging is usually looking for edible plants, or small troves of edible insects or something. Foraging is not finding large beasts to hunt, which leads into my second point.

2) This should be included with hunter. I know you have the complaint that your idea involves direct combat with the beasts, but the fundamentals of the skill are the exact same as hunting. track or lure a monster, engage it, kill it. The idea that these beasts are only killable with 'foraging' weapons is a very easy way to explain why direct combat is involved.



Overall, i loved your post. I just think it should be included in hunting.




Perhaps, but searching for food does include prey.



Mm, how about this, a duel requirement, hunter and slayer. So ex. a hunter and slayer level would be required to kill a Beast. This way it'll be an add on to both skills.



How the xp will work out I'll need to think about. Any ideas?

#24
Eonrogue
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nvm someone already made my point
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#25
Zaaps1
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Well I still encourage you to say it :thumbsup:

#26
caldius
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I really like this idea, but as has been said before it doesn't need to be its own skill. The tracking and luring components are obviously hunter and the actual killing of the beast could require a slayer level.



The experience is split between the 2 task. ie, you receive your hunter experience during the tracking/luring part of the encounter and then slayer experience for killing the creature. How ever I don't think you should get a lot of slayer experience as it is not designed to replace traditional slayer training only supplement it.



To specifically review certain parts of your idea.... (suggestions I make will assume we have decided to change it to a hunter/slayer addon)



The dungeons are awesome. I love each of their little catches and the enemies sound really interesting. I don't feel that they should be directly linked to this idea though. As separate ideas they are great.



I simply don't like the foraging weapons as they are currently presented. As they are slayer beast some may require certain tools to kill them how ever(preferably existing ones as I'd like to see them have more than one use).



I don't like the new spells not because they don't seem cool but because I can't stand spells that are item dependent. If I had it my way the god spells, ibans blast and the miasmic spells would not be in any way item dependent...but thats mostly just me i think.



I really like that you require a rare drop from the creatures to enter the dungeons and them require that rare arbiter shards to enter the final dungeon. This accumulation type system is really good and make a nice change of just running through a dungeon to get to the boss monster and then camping it.



I don't like the Kalephite king or lord monster as they sort of don't make sense with the current Kalephite family. Kalephites are meant to be like ants which have a queen, workers and guards which is how they currently work. Adding kings and lords doesn't really make sense to me.





I am a little bit confused about the Freeing souls minigame.

As it reads you are given a task to kill a specific monster (just like slayer) and if you have a soul catcher on you, once you have defeated the beast its soul is added to your number. When you have a certain amount of souls you can cash them in for rewards?



I think it would be better to have some creatures occasionally drop (rare drop rate?) an item (called crystalised soul) that can be traded for rewards. cystalised souls would be stackable and to get good rewards may require a certain combination or souls from various different monsters.

ie, a griffin pet may require a single griffin king soul, 3 griffin priest souls and 10 baby griffin souls.



All in all, I really enjoyed most of the concepts you have put forward in this idea.
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#27
Moonshadow
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How about as well as baits, incenses and scents to calm and drug the animals to make them more compliant. You could do this by lighting certain herbs on fire.
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#28
Zaaps1
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Ok, reviewing your suggestions.



I really like this idea, but as has been said before it doesn't need to be its own skill. The tracking and luring components are obviously hunter and the actual killing of the beast could require a slayer level.



The experience is split between the 2 task. ie, you receive your hunter experience during the tracking/luring part of the encounter and then slayer experience for killing the creature. How ever I don't think you should get a lot of slayer experience as it is not designed to replace traditional slayer training only supplement it.



To specifically review certain parts of your idea.... (suggestions I make will assume we have decided to change it to a hunter/slayer addon)



The dungeons are awesome. I love each of their little catches and the enemies sound really interesting. I don't feel that they should be directly linked to this idea though. As separate ideas they are great.

What do you mean by seperate ideas?





I simply don't like the foraging weapons as they are currently presented. As they are slayer beast some may require certain tools to kill them how ever(preferably existing ones as I'd like to see them have more than one use).

I think that without some special way to kill these Beasts, there is nothing unique about them. So that's why I made the weapons. Perhaps they might be a bit weak. Maybe as a Foraging reward, and item (similar to the Crystal Chime) which lets you use any weapon?



I don't like the new spells not because they don't seem cool but because I can't stand spells that are item dependent. If I had it my way the god spells, ibans blast and the miasmic spells would not be in any way item dependent...but thats mostly just me i think.

I was just playing with pre-existing concepts. I didn't want to have a new skill released, and a bunch of spells for anyone to go along with it. I wanted there to be restrictions on them, and the staff was the best I got.



I really like that you require a rare drop from the creatures to enter the dungeons and them require that rare arbiter shards to enter the final dungeon. This accumulation type system is really good and make a nice change of just running through a dungeon to get to the boss monster and then camping it.



I don't like the Kalephite king or lord monster as they sort of don't make sense with the current Kalephite family. Kalephites are meant to be like ants which have a queen, workers and guards which is how they currently work. Adding kings and lords doesn't really make sense to me.

Mmm, yeah I agree. Scarabas wouldn't really work too well either. What else can I use there?





I am a little bit confused about the Freeing souls minigame.

As it reads you are given a task to kill a specific monster (just like slayer) and if you have a soul catcher on you, once you have defeated the beast its soul is added to your number. When you have a certain amount of souls you can cash them in for rewards?

Pretty much, although I like your idea below much better



I think it would be better to have some creatures occasionally drop (rare drop rate?) an item (called crystalised soul) that can be traded for rewards. cystalised souls would be stackable and to get good rewards may require a certain combination or souls from various different monsters.

ie, a griffin pet may require a single griffin king soul, 3 griffin priest souls and 10 baby griffin souls.



All in all, I really enjoyed most of the concepts you have put forward in this idea.




I'll add those into my main post as soon as I get time.



How about as well as baits, incenses and scents to calm and drug the animals to make them more compliant. You could do this by lighting certain herbs on fire.




Similar to As a First Resort? Well, that quest is largely hunter based, so I think it could work. What I don't want to see is herb prices [bleep]ing because of this, that skill is expensive as it is. Perhaps unique flowers that can be picked, or hops from farming (who honestly uses those anyway?).



Also, for feedback, how do you think the idea of "seasons" work? Well, I don't really mean seasons, I mean like famine and such. Here's my idea: During certain periods of time, some types of Beasts will be more plentiful than others, this occurs during "Famine" periods. Other times there will be "Plague" periods where the lower leveled Beasts are more plentiful. (Note that they do not have MORE spawns, the other type simply has LESS.) Then there are periods of balance, which is the norm. You can predict these and see what it is currently by using the Globe hotspot in the PoH (like the Telescope is for star hunting). You would get something like, "Looks like there is currently a famine, but it will be over in 3 hours." or "Everything seems normal, but you predict a chance of a Plague in the near future". Maybe this would required charts also.

#29
Jenove
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#30
caldius
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What do you mean by seperate ideas?




I meant that I didn't feel the dungeons and foraging needed to necessarily be linked. The new hunter/slayer monster could be released separate to the dungeons if jagex was to so choose.



I think that without some special way to kill these Beasts, there is nothing unique about them. So that's why I made the weapons. Perhaps they might be a bit weak. Maybe as a Foraging reward, and item (similar to the Crystal Chime) which lets you use any weapon?




I personally am not against the idea of the monsters requiring a special item to kill them, i just don't like the idea of them being called "foraging this" and "foraging that" (i don't like slayer gloves and slayer boots either) I think something with a bit more creativity that perhaps references an element of runescape lore? its really only an aesthetic addition but it would give your concept more depth.



I was just playing with pre-existing concepts. I didn't want to have a new skill released, and a bunch of spells for anyone to go along with it. I wanted there to be restrictions on them, and the staff was the best I got.




If I was to introduce a set of spells into the game, I would make a high level monster drop pages of a book, perhaps 5-10 pages. When you have all the pages and assemble the book you can memorise it and then gain the knowledge of the new spells.



Mmm, yeah I agree. Scarabas wouldn't really work too well either. What else can I use there?




If you wanted to have a sort of bug theme to it (which I have always felt the desert does) you could go for huge scorpions. Perhaps something similiar to this?



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Moonshadow wrote:

How about as well as baits, incenses and scents to calm and drug the animals to make them more compliant. You could do this by lighting certain herbs on fire.






Similar to As a First Resort? Well, that quest is largely hunter based, so I think it could work. What I don't want to see is herb prices [bleep]ing because of this, that skill is expensive as it is. Perhaps unique flowers that can be picked, or hops from farming (who honestly uses those anyway?).




For this idea I think that same herbs and flowers from the quest should be used, they already exist in game, have been shown to effect animal behaviors and I just prefer to see good items reused rather than adding something new. If it was made possible to farm them, probably in flower patches, that would be even better.



Also, for feedback, how do you think the idea of "seasons" work? Well, I don't really mean seasons, I mean like famine and such. Here's my idea: During certain periods of time, some types of Beasts will be more plentiful than others, this occurs during "Famine" periods. Other times there will be "Plague" periods where the lower leveled Beasts are more plentiful. (Note that they do not have MORE spawns, the other type simply has LESS.) Then there are periods of balance, which is the norm. You can predict these and see what it is currently by using the Globe hotspot in the PoH (like the Telescope is for star hunting). You would get something like, "Looks like there is currently a famine, but it will be over in 3 hours." or "Everything seems normal, but you predict a chance of a Plague in the near future". Maybe this would required charts also.




I think this idea would be hard to balance. As with day/night concept suggested in the past it basically means that if you are very (un)lucky you may only ever experience certain conditions in the time in which you play. I can think of a great way to do this but it doesn't really work with this concept to well and to be honest I'd like to flesh it out myself :P
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#31
Zaaps1
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1) Ah, I get you now. I'll leave it in there though, and let Jagex decide it.

2) Better names? Do-able. I'll try to think of some

3) I like it, but I feel it would then defeat the purpose of making the spell available to those who train the skill. Just look at God Pages now.

4) Scorpions? Sounds good.

5) So I'll see if there are any useless farming products then

6) Ok :<img src=:' />

#32
dragonboytwo
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sounds like a great skill little unclear in parts but definetly a great thing to be added

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#33
Jenove
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omfg again support!!!!
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#34
riakk
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honestly, i think this should be an addition to like hunter or cooking(since your gathering food), but im not sure it will work out as a skill on its own.




My sentiments. I doesn't have enough 'backbone' to go out on its own. Its just a skill taking a little bit from other skills to make a new skill.
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#35
Necromancer_Magic
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honestly, i think this should be an addition to like hunter or cooking(since your gathering food), but im not sure it will work out as a skill on its own.




My sentiments. I doesn't have enough 'backbone' to go out on its own. Its just a skill taking a little bit from other skills to make a new skill.




Im just gonna go with the General gist of the conversation;

To be completely totaly honest; no - not a skill

But it could definately prosper as hunter/slayer/etc exclusive minigame. I think that (going on Jagexs' current record of releasing minigames) it could easily be something where one could get items/weapons/food that are just available exclusively from there.



Has lots of potential, but as a skill i believe that its not 'strong' enough to work

Just my two cents

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#36
Blackangel
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I think it's a good idea but mabey you could include foraging for fruit/vege's so it isn't as dangerous and can be useful to skillers aswell, what do you think :<img src=:' />
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#37
whitedwarf99
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nice idea zaaps, but maybe you need to look at the minigame approach since it is using 2 skills at the same time, and having a skill add on that is an addon to two different skills is a bit of an odd one, i'm loving the idea of the minigame based on the slayer task system stuck into a minigame, one reason i dont do much slayer is that i get easily bored if i dont get any new shiny things within a day or two of doing something, and if you then made the higher level weapons/spellbook/ranger stuffs drops, with decent xp reward for ever 100 kill or so, maybe like the agility arena with scaling xp increases per soul as you collect more. so say 100 gets you 250xp per soul in choosen skill, and 1000 souls 350xp per soul, and some intermediate numbers.



another idea would getting the different dungeons at every 30 levels combined of hunter + slayer



so you end up with 1 dungeon at 1 slayer + 1 hunter, 2 at 30 hunter, 30 slayer, and so on



maybe in the order of woodland, air, mountain and then artic at 90 of each



and at each area each kill is worth a different amount of souls, so that the xp is still quick enough that with the fun, its still alot better than power leveling 90 - 99



i think with alot of thought and work, this could be a brilliant idea as a new minigame, but i just think it takes to much from things we already have to be a new skill or add on to a current skill.
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#38
Zaaps1
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As a minigame? Hmm, certainly a good idea. Although I never thought of a minigame to be bigger than a building or something.



Thanks for the ideas whitedwarf, I'll add um in.

#39
abbydog95
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The weapons seem a little over power'd (like the rare drops) but i like the concept of the skill/idea. off topic: You should have someone make sigs for this :thumbup:
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#40
killerbeer0
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hmm... Sounds like a world spanning minigame involving hunting and slayer.



And it adds that wonderful Dungeon-crawl RPG feeling to RS.
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