Page 1 of 2
Gardening, a new idea
Posted: Thu Jul 29, 2004 9:32 pm
by jensen
I stumbled upon the idea of gardening on crossfire a couple of days ago, I suppose if you gave it the right care you would get eg onion of resist poison + 12, temporarily of course.
Posted: Fri Jul 30, 2004 12:31 am
by Zephyrus
*reminds me... acid farming*
Posted: Sat Jul 31, 2004 11:26 am
by Oberic
Gardening would be great idea. If there will be a plant disease prayer for Devourers, naturally

Posted: Fri Aug 06, 2004 11:13 pm
by Casper
Gardening could be added as a new magic school. That way you could do somehting like "cast plant carrot", after learning carrot growing from a book. Casting a grow carrot would plant a non-pickupable baby carrot (graphics needed) onto which you would need to put water and other ingredients for it to grow. Once grown successfully it will turn into a fully grown carrot with properties defined by what you put into the baby carrot. Then you get your gardening xp.
Then the higher your gardening xp the more carrots grow from one planted carrot.
For this to work there would need to be gardens, and since each player should have access to their own garden they should be somehow attached to the appartaments. That would also prevent other players from stealing from your garden, after you have pained over your onion of acid resistance for the last 2 days.
Posted: Sat Aug 07, 2004 12:34 am
by cavesomething
The way you describe gardens sounds a lot like allotments, make them purchasable, and like real ones, make them forfeit if nothing is grown there. this makes them, rare, and valuable, but still, normally, accesible.
Oh, and gardening isn't magic, plants are planted not cast.
Posted: Sat Aug 07, 2004 12:39 am
by Casper
If you think gardening is not magic you have never tried growing anything
So, another idea.
Maybe you need to buy somehting like carrot seeds (do carrots grow from seeds?), put them on soil, combine with other ingredients, like water, etc. and then use_skill gardening on it to turn it into a fully grown carrot with acid resistance.
Posted: Sat Aug 07, 2004 12:50 am
by cavesomething
That sounds saner, more like I would expect it to work, having played with alchemy and woodsman before.
Indeed, gardening could be a alchemy thing, make the cauldron soil, and have recipes for different plants.
Posted: Sat Aug 07, 2004 7:04 pm
by Zephyrus
"invoke create food <insert item name here>"
Gardens should be like apts. Making them rare is going to make people not bother.
As for what grows, you're going to need to make it worthwhile.
Do not remove create food. It's to precious to alchemists. We pay very steep prices for certain things, and plants should not be on that list. Unless, of course, we get something /really/ cool from combining plants.
Posted: Sun Aug 08, 2004 12:27 am
by cavesomething
I know about create food, but my reading of what casper was suggesting was to create magic foods, this does not need to remove create food, just like bowyer does not remove create missile.
The point that foods must me worthwhile is well taken however, I don't really see a good way to do that without having comedy items (bananaskin of confusion, semolina of fear, baked beans of mass asphixiation?)
One other point, if the weather is re-implemented, as it seems to be being currently, then the propesity of things to grow could be based on climate (tropical, temperate, desert etc) thereby making players move around more (and anything that budges players from scorn is a good thing IMHO)
Posted: Sun Aug 08, 2004 6:59 pm
by Zephyrus
You'll need to create a market for farm goods. We can always make alchemy recipies...