Board Thread:Suggestions/@comment-25370207-20140907133403/@comment-25812005-20140908045219

Skimming through a text wall can only yield so much information, so please don't yell (or whatever you do out of frustration) at me if I'm repeating something from above.

With the idea of different tiers for the sickle, it could follow the traditional "Percentage of Success" ratios as its mining and woodcutting counterparts. Although, here is where I mix it up a little bit. Instead of using tiers, we could apply this new form of farming to a new skill, or even apply it to an old one that many people happen to look over: Foraging. Noting that there will only be one version of the Sickle (most likely made of iron), i the percentage of success for farming this could rely on how high your Foraging skill is.

Assuming your Foraging skill starts at 0 (I really don't remember), every say 10 levels adds a 5% boost to the percentage of success for harvesting the crop. According to the leveling scripts, it would be increasingly difficult to level up a skill the higher it gets, which potentially balances out this idea (unless there's that one guy who gains 200 levels in Foraging with a Large Tree Stump). The base percentage rate would probably be 20%, so one in every five tries.

Failing to yield that crop will result in no negative effects, and the crop will remain in its original position prior to any attempt made of harvesting it with the Sickle.

EDIT: Perhaps, instead of there being a base percentage for every crop, the percentage could vary for each crop. For example: Foraging skill level 200 -> 100% success rate on a Berry Bush / 50% success rate on an Apple Tree

This can be decided upon by the community, considering the ratios here are just a tad bit out of proportion. I simply provided the grounds for this idea, so don't expect these numbers to be set in stone.