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?
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