#Suggestion about the new Forestry II pet transmogs

12 messages · Page 1 of 1 (latest)

tight hedge
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We've had minigames before where indepentantly pets has been added in addition to the skill's main pet. Here I would like to address GotR and Tempoross with their respective pets: the Abyssal Protector and Tempor. Whenever a skill received some type of an expansion, given a minigame or a new boss it has had it's own unique pet and collection log. I do think that for the new suggested transmogs "The Pheasant" and "The Fox" they should be considered as an unique one pet with a transmog option, or just have two different pets.
I do think that the Beaver should remain as an idependant pet and these transmogs are very different than the beaver itself. We've had recolours for the Beaver, if there is a new idea with another recolour I think it fits, but the Fox and Pheasant transmogs are just too much in my opinion.
Again, personally I would like to see the Fox and Pheasant as a new pet with a transmog, or two new pets. Cheers!

supple sedge
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Personally I agree. Adding new pets feels like a better decision than adding items that transmog existing pets. Particularly when the transmog isn't to change the colour or type, but is a completely different kind of animal.

stoic heath
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IMO the real issue is a step before whether the pet should be its own or a reskin:
They will be rare rewards from events on which we individually will have little control over requiring once again to join the forestry fc and hope someone calls it out.

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Forestry1 had the timer based trees and then a bunch of unecessary things but hey at leats we got the timer

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Forestry2 is looking like there's nothing to carry it

supple sedge
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@stoic heath Yeah I'd say that's a bigger issue regarding Forestry in general.

Personally I'd prefer they modify how Forestry works so that it acts more like a D&D, with some way to detect Forestry events e.g. like how the telescope works for Shooting Stars. I think doing that can ultimately resolve tons of the little problems with Forestry.

That's my long-term hope, but I don't think we'll get that.

stoic heath
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A homie of mine put best so I stole it and used everywhere: "The tree timers were the best part about Forestry, the rest is unecessary clutter"

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Don't get me wrong I like the leprechaun event concept, giving more reason to pick obscure tree locations over the "meta" ones

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but the fact that it will now be even rarer from the pool of events because anyone can carry the event item to spawn something else (on top of the event items being an upkeep on their own) is just making whats good (and therefore, fun) less common

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Modern age Jagex in a nutshell, sunken cost fallacy on updates that should've been given more thought before even being polled.
Once they pass a poll they use that as en excuse even though bad content passes polls all the time, further proving the first point.
And bad content once put into the game gets left to rot because it serves no real purpose, meaning the dev time used to make them is wasted because people have moved on to doing the better thing

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I want more things to do in the game for reasons other than "its in the coloring book"

supple sedge
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I agree. There's a whole bunch of issues in Forestry that honestly, if only the core changes had been made, it would have been fine.

The Leprechaun event is a good example. Logically you would hope that the player would be able to chop trees in more obscure places, so long as they can have a bank available to them.

But because the event is "not strong enough", it ultimately leads to players training near banks - which means most players (from what I've seen) just do Forestry in Seers' Village or Draynor Village (maybe Prifddinas too).

Which is a little ironic given part of why they wanted players out of the Woodcutting Guild was because of how close the trees are to the bank.