Thieving agility-- I'd love to see a large underwater evolving course-- one which has you entering underwater tunnels with a black fade, then loads out in a random environment with agility obstacles and navigation-- each agility action would give more xp , but there would not be a "course completion" agility boost. It could feature a very large course with water tunnels, sunken buildings and or ships, etc. To combine with thieving, consider underwater map hunts in which you traverse that agility course (which evolves sort of like an instance) to find the treasure-- each clue you follow correctly would provide thieving xp, and each aglility action taken inbetween provides decent agility xp. Upon find the treasure, a decent chunk of thieving xp is given, but the main hook would be that treasures would be good money, and would have some kind of ultra-rare item worth a substantial amount-- I'd really love to see more skill-based high-end loot rather than just combat. Most skills are a consistent source of steady income, so it would be really fun to see a thieving/looting mechanic 100% skill based which had similar properties to monster drops. The real money makers would be very few and far between, but well worth it to dedicated players. Obviously due to the potential money of thise method, the xp rates for thieving should be significantly lower than existing methods, but still fair.I like the fishing/hunter idea, but i absolutely do not agree with the fact that the fishing xp would not be comparable to existing methods-- current methods, (even the best) are usually not too huge for xp, and this fishing method, being more involved and engaging, should follow the pattern of also offering the highest reward, xp and/or money. Perhaps the big catch from harpooning prey underwater gives a fat xp reward, and would be a huge fish that you could dissect for treasure it swallowed or something that makes the fish very valuable. Would also like to see more done with farming.
13-Apr-2017 01:42:45