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Re: Feature request: Master Foragers discuss
Posted: Sat Sep 23, 2006 12:42 pm
by rekyrom
kuroari wrote:*throws a ball at Reky*
Damn you i just read the whole post going ..wait.. i've seen these before..
then checked the dates and *facepalm*
*throws another ball at Reky*
Awe man, why did you throw the ball back to me? That's it I'm fleeing the court

Re: Feature request: Master Foragers discuss
Posted: Sat Sep 23, 2006 4:59 pm
by kiexa
everyone calls for an extra craft plan, an extra design, what about an extra mat? you have the stored away in the .cfg`s hundreds of new mats, what about introducing some? would revitalize crafting again if something like Manath Wood or Paddooa Mushroom were introduced. for example i see 6 types of amber not used on atys, and i`m sure amp crafters want a challenge, okay

appologies

but the codes already there, would be cool, better than a yubo with antlers, cause it affects the way we live
Re: Feature request: Master Foragers discuss
Posted: Sat Sep 23, 2006 7:12 pm
by vguerin
kiexa wrote:everyone calls for an extra craft plan, an extra design, what about an extra mat? you have the stored away in the .cfg`s hundreds of new mats, what about introducing some? would revitalize crafting again if something like Manath Wood or Paddooa Mushroom were introduced. for example i see 6 types of amber not used on atys, and i`m sure amp crafters want a challenge, okay

appologies

but the codes already there, would be cool, better than a yubo with antlers, cause it affects the way we live
The mats during EP2 were different and based on the lands they came from. This may be the remnants you see in the .cfg file. NTM, mats were totally different back in beta and who knows if that stuff has been cleaned up in there.